Cataclysm BN
Character Class Referenceabstract

#include <character.h>

Inheritance diagram for Character:
Creature visitable< Character > player avatar npc standard_npc

Classes

struct  has_mission_item_filter
 

Public Types

enum  water_tolerance { WT_IGNORED = 0 , WT_NEUTRAL , WT_GOOD , NUM_WATER_TOLERANCE }
 
using trap_map = std::map< tripoint, std::string >
 
- Public Types inherited from Creature
enum  Attitude : int { A_HOSTILE , A_NEUTRAL , A_FRIENDLY , A_ANY }
 Simplified attitude towards any creature: hostile - hate, want to kill, etc. More...
 

Public Member Functions

 Character (const Character &)=delete
 
Characteroperator= (const Character &)=delete
 
 ~Character () override
 
Characteras_character () override
 
const Characteras_character () const override
 
character_id getID () const
 
void setID (character_id i, bool force=false)
 
bool is_dead_state () const override
 Returns true if the character should be dead. More...
 
field_type_id bloodType () const override
 
field_type_id gibType () const override
 
bool is_warm () const override
 
bool in_species (const species_id &spec) const override
 
const std::string & symbol () const override
 
virtual int get_str () const
 Getters for stats exclusive to characters. More...
 
virtual int get_dex () const
 
virtual int get_per () const
 
virtual int get_int () const
 
virtual int get_str_base () const
 
virtual int get_dex_base () const
 
virtual int get_per_base () const
 
virtual int get_int_base () const
 
virtual int get_str_bonus () const
 
virtual int get_dex_bonus () const
 
virtual int get_per_bonus () const
 
virtual int get_int_bonus () const
 
int get_speed () const override
 
virtual int ranged_dex_mod () const
 
virtual int ranged_per_mod () const
 
virtual void set_str_bonus (int nstr)
 Setters for stats exclusive to characters. More...
 
virtual void set_dex_bonus (int ndex)
 
virtual void set_per_bonus (int nper)
 
virtual void set_int_bonus (int nint)
 
virtual void mod_str_bonus (int nstr)
 
virtual void mod_dex_bonus (int ndex)
 
virtual void mod_per_bonus (int nper)
 
virtual void mod_int_bonus (int nint)
 
void print_health () const
 
virtual int get_healthy () const
 Getters for health values exclusive to characters. More...
 
virtual int get_healthy_mod () const
 
virtual void mod_healthy (int nhealthy)
 Modifiers for health values exclusive to characters. More...
 
virtual void mod_healthy_mod (int nhealthy_mod, int cap)
 
virtual void set_healthy (int nhealthy)
 Setters for health values exclusive to characters. More...
 
virtual void set_healthy_mod (int nhealthy_mod)
 
int get_stored_kcal () const
 Getter for need values exclusive to characters. More...
 
int max_stored_kcal () const
 
float get_kcal_percent () const
 
int get_thirst () const
 
std::pair< std::string, nc_colorget_thirst_description () const
 
std::pair< std::string, nc_colorget_hunger_description () const
 
std::pair< std::string, nc_colorget_fatigue_description () const
 
int get_fatigue () const
 
int get_sleep_deprivation () const
 
std::pair< std::string, nc_colorget_pain_description () const override
 
virtual void mod_stored_kcal (int nkcal)
 Modifiers for need values exclusive to characters. More...
 
virtual void mod_stored_nutr (int nnutr)
 
virtual void mod_thirst (int nthirst)
 
virtual void mod_fatigue (int nfatigue)
 
virtual void mod_sleep_deprivation (int nsleep_deprivation)
 
virtual void set_stored_kcal (int kcal)
 Setters for need values exclusive to characters. More...
 
virtual void set_thirst (int nthirst)
 
virtual void set_fatigue (int nfatigue)
 
virtual void set_sleep_deprivation (int nsleep_deprivation)
 
void mod_stat (const std::string &stat, float modifier) override
 
m_size get_size () const override
 Get size class of character. More...
 
void recalculate_size ()
 Recalculate size class of character. More...
 
void recalc_speed_bonus ()
 Calculates the various speed bonuses we will get from mutations, etc. More...
 
std::string disp_name (bool possessive=false, bool capitalize_first=false) const override
 Returns either "you" or the player's name. More...
 
std::string skin_name () const override
 Returns the name of the player's outer layer, e.g. More...
 
virtual factionget_faction () const
 
void set_fac_id (const std::string &my_fac_id)
 
float get_dodge_base () const override
 Combat getters. More...
 
float get_hit_base () const override
 
float get_dodge () const override
 
float dodge_roll () override
 
float get_melee () const override
 Returns melee skill level, to be used to throttle dodge practice. More...
 
const tripointpos () const override
 
int sight_range (int light_level) const override
 Returns the player's sight range. More...
 
int unimpaired_range () const
 Returns the player maximum vision range factoring in mutations, diseases, and other effects. More...
 
bool overmap_los (const tripoint_abs_omt &omt, int sight_points)
 Returns true if overmap tile is within player line-of-sight. More...
 
int overmap_sight_range (int light_level) const
 Returns the distance the player can see on the overmap. More...
 
int clairvoyance () const
 Returns the distance the player can see through walls. More...
 
bool sight_impaired () const
 Returns true if the player has some form of impaired sight. More...
 
bool has_alarm_clock () const
 Returns true if the player or their vehicle has an alarm clock. More...
 
bool has_watch () const
 Returns true if the player or their vehicle has a watch. More...
 
void action_taken ()
 Called after every action, invalidates player caches. More...
 
bool is_on_ground () const override
 Returns true if the player is knocked over or has broken legs. More...
 
int swim_speed () const
 Returns the player's speed for swimming across water tiles. More...
 
void add_miss_reason (const std::string &reason, unsigned int weight)
 Adds a reason for why the player would miss a melee attack. More...
 
void clear_miss_reasons ()
 Clears the list of reasons for why the player would miss a melee attack. More...
 
std::string get_miss_reason ()
 Returns an explanation for why the player would miss a melee attack. More...
 
void knock_back_to (const tripoint &to) override
 Knocks the character to a specified tile. More...
 
float fall_damage_mod () const override
 Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels) More...
 
int impact (int force, const tripoint &pos) override
 Deals falling/collision damage with terrain/creature at pos. More...
 
int hp_percentage () const override
 Returns overall % of HP remaining. More...
 
void regen (int rate_multiplier)
 Handles passive regeneration of pain and maybe hp. More...
 
void enforce_minimum_healing ()
 
itembest_quality_item (const quality_id &qual)
 get best quality item that this character has More...
 
virtual void update_health (int external_modifiers=0)
 Handles health fluctuations over time. More...
 
void update_body ()
 Updates all "biology" by one turn. More...
 
void update_body (const time_point &from, const time_point &to)
 Updates all "biology" as if time between from and to passed. More...
 
void update_stomach (const time_point &from, const time_point &to)
 Updates the stomach to give accurate hunger messages. More...
 
void update_needs (int rate_multiplier)
 Increases hunger, thirst, fatigue and stimulants wearing off. More...
 
needs_rates calc_needs_rates () const
 
void check_needs_extremes ()
 Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings. More...
 
bool is_hibernating () const
 Returns if the player has hibernation mutation and is asleep and well fed. More...
 
void update_bodytemp (const map &m, const weather_manager &weather)
 Maintains body temperature. More...
 
void temp_equalizer (const bodypart_id &bp1, const bodypart_id &bp2)
 Equalizes heat between body parts. More...
 
int blood_loss (const bodypart_id &bp) const
 Define blood loss (in percents) More...
 
void reset_bonuses () override
 Resets the value of all bonus fields to 0. More...
 
void reset_stats () override
 Resets stats, and applies effects in an idempotent manner. More...
 
void reset () override
 Handles stat and bonus reset. More...
 
void environmental_revert_effect ()
 
void reset_encumbrance ()
 Recalculates encumbrance cache. More...
 
int encumb (body_part bp) const
 Returns ENC provided by armor, etc. More...
 
units::mass get_weight () const override
 Returns body weight plus weight of inventory and worn/wielded items. More...
 
char_encumbrance_data get_encumbrance () const
 Get encumbrance for all body parts. More...
 
char_encumbrance_data get_encumbrance (const item &new_item) const
 Get encumbrance for all body parts as if new_item was also worn. More...
 
int extraEncumbrance (layer_level level, int bp) const
 Get encumbrance penalty per layer & body part. More...
 
bool is_wearing_power_armor (bool *hasHelmet=nullptr) const
 Returns true if the character is wearing power armor. More...
 
bool is_wearing_active_power_armor () const
 Returns true if the character is wearing active power. More...
 
bool is_wearing_active_optcloak () const
 Returns true if the player is wearing an active optical cloak. More...
 
bool in_climate_control ()
 Returns true if the player is in a climate controlled area or armor. More...
 
bool is_blind () const
 Returns true if the player isn't able to see. More...
 
bool is_invisible () const
 
int visibility (bool check_color=false, int stillness=0) const
 Checks is_invisible() as well as other factors. More...
 
float active_light () const
 Returns character luminosity based on the brightest active item they are carrying. More...
 
bool sees_with_specials (const Creature &critter) const
 
body_part_set exclusive_flag_coverage (const std::string &flag) const
 Bitset of all the body parts covered only with items with flag (or nothing) More...
 
bool move_effects (bool attacking) override
 Processes effects which may prevent the Character from moving (bear traps, crushed, etc.). More...
 
void wait_effects ()
 
bool movement_mode_is (character_movemode mode) const
 Check against the character's current movement mode. More...
 
character_movemode get_movement_mode () const
 
virtual void set_movement_mode (character_movemode mode)=0
 
void expose_to_disease (diseasetype_id dis_type)
 Determine if character is susceptible to dis_type and if so apply the symptoms. More...
 
void process_turn () override
 Handles end-of-turn processing. More...
 
void process_effects_internal () override
 Processes human-specific effects of effects before calling Creature::process_effects(). More...
 
void hardcoded_effects (effect &it)
 Handles the still hard-coded effects. More...
 
void process_one_effect (effect &it, bool is_new) override
 Processes human-specific effects of an effect. More...
 
void process_items ()
 Process active items. More...
 
void recalc_hp ()
 Recalculates HP after a change to max strength. More...
 
void calc_all_parts_hp (float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
 Sets hp for all body parts. More...
 
void recalc_sight_limits ()
 Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change: More...
 
float get_vision_threshold (float light_level) const
 Returns the apparent light level at which the player can see. More...
 
void flag_encumbrance ()
 Flag encumbrance for updating. More...
 
void check_item_encumbrance_flag ()
 Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating. More...
 
bool natural_attack_restricted_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag. More...
 
bool can_use_grab_break_tec (const item &weap) const
 Returns true if the player is able to use a grab breaking technique. More...
 
bool can_miss_recovery (const item &weap) const
 Returns true if the player is able to use a miss recovery technique. More...
 
bool is_quiet () const
 Returns true if the player has quiet melee attacks. More...
 
bool is_stealthy () const
 Returns true if the player has stealthy movement. More...
 
bool uncanny_dodge () override
 Handles the uncanny dodge bionic and effects, returns true if the creature successfully dodges. More...
 
bool block_hit (Creature *source, bodypart_id &bp_hit, damage_instance &dam) override
 Checks for valid block abilities and reduces damage accordingly. More...
 
itembest_shield ()
 Returns the best item for blocking with. More...
 
bool handle_melee_wear (item &shield, float wear_multiplier=1.0f)
 Calculates melee weapon wear-and-tear through use, returns true if item is destroyed. More...
 
matec_id pick_technique (Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
 Returns a random valid technique. More...
 
void perform_technique (const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
 
void melee_attack (Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
 Sets up a melee attack and handles melee attack function calls. More...
 
std::string melee_special_effects (Creature &t, damage_instance &d, item &weap)
 Handles combat effects, returns a string of any valid combat effect messages. More...
 
void perform_special_attacks (Creature &t, dealt_damage_instance &dealt_dam)
 Performs special attacks and their effects (poisonous, stinger, etc.) More...
 
void reach_attack (const tripoint &p)
 Handles reach melee attack on point p. More...
 
float stability_roll () const override
 Returns value of player's stable footing. More...
 
std::vector< special_attackmutation_attacks (Creature &t) const
 Returns a vector of valid mutation attacks. More...
 
float bonus_damage (bool random) const
 Returns the bonus bashing damage the player deals based on their stats. More...
 
float get_melee_hit_base () const
 Returns weapon skill. More...
 
float hit_roll () const override
 Returns the player's basic hit roll that is compared to the target's dodge roll. More...
 
double crit_chance (float roll_hit, float target_dodge, const item &weap) const
 Returns the chance to critical given a hit roll and target's dodge roll. More...
 
bool scored_crit (float target_dodge, const item &weap) const
 Returns true if the player scores a critical hit. More...
 
int attack_cost (const item &weap) const
 Returns cost (in moves) of attacking with given item (no modifiers, like stuck) More...
 
float get_hit_weapon (const item &weap) const
 Gets melee accuracy component from weapon+skills. More...
 
void roll_all_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds all 3 types of physical damage to instance. More...
 
void roll_bash_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total bash damage to the damage instance. More...
 
void roll_cut_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total cut damage to the damage instance. More...
 
void roll_stab_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total stab damage to the damage instance. More...
 
void on_dodge (Creature *source, int difficulty) override
 This creature just dodged an attack - possibly special/ranged attack - from source. More...
 
void on_hit (Creature *source, bodypart_id bp_hit, dealt_projectile_attack const *proj) override
 This creature just got hit by an attack - possibly special/ranged attack - from source. More...
 
void did_hit (Creature &target)
 Handles special effects when the Character hits a Creature. More...
 
void apply_damage (Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
 Actually hurt the player, hurts a body_part directly, no armor reduction. More...
 
dealt_damage_instance deal_damage (Creature *source, bodypart_id bp, const damage_instance &d) override
 Calls Creature::deal_damage and handles damaged effects (waking up, etc.) More...
 
int reduce_healing_effect (const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
 Reduce healing effect intensity, return initial intensity of the effect. More...
 
void cough (bool harmful=false, int loudness=4)
 
void passive_absorb_hit (const bodypart_id &bp, damage_unit &du) const
 Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit. More...
 
void absorb_hit (const bodypart_id &bp, damage_instance &dam) override
 Runs through all bionics and armor on a part and reduces damage through their armor_absorb. More...
 
bool armor_absorb (damage_unit &du, item &armor)
 Reduces and mutates du, prints messages about armor taking damage. More...
 
float bionic_armor_bonus (const bodypart_id &bp, damage_type dt) const
 Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit. More...
 
int mabuff_armor_bonus (damage_type type) const
 Returns the armor bonus against given type from martial arts buffs. More...
 
std::map< bodypart_id, int > get_armor_fire (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns overall fire resistance. More...
 
bool has_trait (const trait_id &b) const override
 Returns true if the player has the entered trait. More...
 
bool has_base_trait (const trait_id &b) const
 Returns true if the player has the entered starting trait. More...
 
bool has_trait_flag (const std::string &b) const
 Returns true if player has a trait with a flag. More...
 
bool has_opposite_trait (const trait_id &flag) const
 Returns true if character has a trait which cancels the entered trait. More...
 
void toggle_trait (const trait_id &)
 Toggles a trait on the player and in their mutation list. More...
 
void set_mutation (const trait_id &)
 Add or removes a mutation on the player, but does not trigger mutation loss/gain effects. More...
 
void unset_mutation (const trait_id &)
 
void switch_mutations (const trait_id &switched, const trait_id &target, bool start_powered)
 Unset switched mutation and set target mutation instead. More...
 
void activate_mutation (const trait_id &mutation)
 
void deactivate_mutation (const trait_id &mut)
 
void mutation_spend_resources (const trait_id &mut)
 Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation). More...
 
bool can_mount (const monster &critter) const
 
void mount_creature (monster &z)
 
bool is_mounted () const
 
bool check_mount_will_move (const tripoint &dest_loc)
 
bool check_mount_is_spooked ()
 
void dismount ()
 
void forced_dismount ()
 
bool is_deaf () const
 
bool has_two_arms () const
 Returns true if the player has two functioning arms. More...
 
int get_working_arm_count () const
 Returns the number of functioning arms. More...
 
int get_working_leg_count () const
 Returns the number of functioning legs. More...
 
bool is_limb_disabled (const bodypart_id &limb) const
 Returns true if the limb is disabled(12.5% or less hp) More...
 
bool is_limb_hindered (hp_part limb) const
 Returns true if the limb is hindered(40% or less hp) More...
 
bool is_limb_broken (const bodypart_id &limb) const
 Returns true if the limb is broken. More...
 
bool can_run ()
 source of truth of whether a Character can run More...
 
void hurtall (int dam, Creature *source, bool disturb=true)
 Hurts all body parts for dam, no armor reduction. More...
 
int hitall (int dam, int vary, Creature *source)
 Harms all body parts for dam, with armor reduction. More...
 
void on_hurt (Creature *source, bool disturb=true)
 Handles effects that happen when the player is damaged and aware of the fact. More...
 
void heal (const bodypart_id &healed, int dam)
 Heals a body_part for dam. More...
 
void healall (int dam)
 Heals all body parts for dam. More...
 
hp_part body_window (const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
 Displays menu with body part hp, optionally with hp estimation after healing. More...
 
nc_color limb_color (const bodypart_id &bp, bool bleed, bool bite, bool infect) const
 
bool made_of (const material_id &m) const override
 
bool made_of_any (const std::set< material_id > &ms) const override
 
int posx () const override
 
int posy () const override
 
int posz () const override
 
void setx (int x)
 
void sety (int y)
 
void setz (int z)
 
void setpos (const tripoint &p) override
 
virtual tripoint global_square_location () const
 Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map. More...
 
tripoint global_sm_location () const
 Returns the location of the player in global submap coordinates. More...
 
tripoint_abs_omt global_omt_location () const
 Returns the location of the player in global overmap terrain coordinates. More...
 
void recalculate_enchantment_cache ()
 
void rebuild_mutation_cache ()
 
double bonus_from_enchantments (double base, enchant_vals::mod value, bool round=false) const
 Calculate bonus from enchantments for given base value. More...
 
bool has_mabuff (const mabuff_id &buff_id) const
 Returns true if the player has any martial arts buffs attached. More...
 
bool has_grab_break_tec () const override
 Returns true if the player has a grab breaking technique available. More...
 
float mabuff_tohit_bonus () const
 Returns the to hit bonus from martial arts buffs. More...
 
float mabuff_dodge_bonus () const
 Returns the dodge bonus from martial arts buffs. More...
 
int mabuff_block_bonus () const
 Returns the block bonus from martial arts buffs. More...
 
int mabuff_speed_bonus () const
 Returns the speed bonus from martial arts buffs. More...
 
int mabuff_arpen_bonus (damage_type type) const
 Returns the arpen bonus from martial arts buffs. More...
 
float mabuff_damage_mult (damage_type type) const
 Returns the damage multiplier to given type from martial arts buffs. More...
 
int mabuff_damage_bonus (damage_type type) const
 Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier. More...
 
int mabuff_attack_cost_penalty () const
 Returns the flat penalty to move cost of attacks. More...
 
float mabuff_attack_cost_mult () const
 Returns the multiplier on move cost of attacks. More...
 
void mutation_effect (const trait_id &mut)
 Handles things like removal of armor, etc. More...
 
void mutation_loss_effect (const trait_id &mut)
 Handles what happens when you lose a mutation. More...
 
bool has_active_mutation (const trait_id &b) const
 
void mutate ()
 Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way. More...
 
bool mutation_ok (const trait_id &mutation, bool force_good, bool force_bad) const
 Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing. More...
 
void mutate_category (const std::string &mut_cat)
 Picks a random valid mutation in a category and mutate_towards() it. More...
 
bool mutate_towards (std::vector< trait_id > muts, int num_tries=INT_MAX)
 Mutates toward one of the given mutations, upgrading or removing conflicts if necessary. More...
 
bool mutate_towards (const trait_id &mut)
 Mutates toward the entered mutation, upgrading or removing conflicts if necessary. More...
 
void remove_mutation (const trait_id &mut, bool silent=false)
 Removes a mutation, downgrading to the previous level if possible. More...
 
std::map< trait_id, float > mutation_chances () const
 Calculate percentage chances for mutations. More...
 
bool has_child_flag (const trait_id &flag) const
 Returns true if the player has the entered mutation child flag. More...
 
void remove_child_flag (const trait_id &flag)
 Removes the mutation's child flag from the player's list. More...
 
void set_highest_cat_level ()
 Recalculates mutation_category_level[] values for the player. More...
 
std::string get_highest_category () const
 Returns the highest mutation category. More...
 
void drench_mut_calc ()
 Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats) More...
 
void build_mut_dependency_map (const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
 Recursively traverses the mutation's prerequisites and replacements, building up a map. More...
 
bool is_category_allowed (const std::vector< std::string > &category) const
 Returns true if this category of mutation is allowed. More...
 
bool is_category_allowed (const std::string &category) const
 
bool is_weak_to_water () const
 
bool can_use_heal_item (const item &med) const
 Check for mutation disallowing the use of an healing item. More...
 
bool can_install_cbm_on_bp (const std::vector< bodypart_id > &bps) const
 
resistances mutation_armor (bodypart_id bp) const
 Returns resistances on a body part provided by mutations. More...
 
float mutation_armor (bodypart_id bp, damage_type dt) const
 
float mutation_armor (bodypart_id bp, const damage_unit &du) const
 
bool activate_bionic (bionic &bio, bool eff_only=false)
 Handles bionic activation effects of the entered bionic, returns if anything activated. More...
 
std::vector< bionic_idget_bionics () const
 
bionicget_bionic_state (const bionic_id &id)
 Get state of bionic with given id. More...
 
std::pair< int, int > amount_of_storage_bionics () const
 Returns amount of Storage CBMs in the corpse. More...
 
bool has_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id. More...
 
bool has_active_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id and it is powered on. More...
 
bool has_any_bionic () const
 Returns true if the player has any bionic. More...
 
bool can_fuel_bionic_with (const item &it) const
 Returns true if the character can fuel a bionic with the item. More...
 
std::vector< bionic_idget_bionic_fueled_with (const item &it) const
 Return bionic_id of bionics able to use it as fuel. More...
 
std::vector< bionic_idget_fueled_bionics () const
 Return bionic_id of fueled bionics. More...
 
bionic_id get_remote_fueled_bionic () const
 Returns bionic_id of first remote fueled bionic found. More...
 
bionic_id get_most_efficient_bionic (const std::vector< bionic_id > &bids) const
 Return bionic_id of bionic of most fuel efficient bionic. More...
 
std::vector< itype_idget_fuel_available (const bionic_id &bio) const
 Return list of available fuel for this bionic. More...
 
int get_fuel_type_available (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_fuel_capacity (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_total_fuel_capacity (const itype_id &fuel) const
 Return total space to store specified fuel. More...
 
void update_fuel_storage (const itype_id &fuel)
 Updates which bionic contain fuel and which is empty. More...
 
int get_mod_stat_from_bionic (const character_stat &Stat) const
 Get stat bonus from bionic. More...
 
void process_bionic (bionic &bio)
 Handles bionic effects over time of the entered bionic. More...
 
bool deactivate_bionic (bionic &bio, bool eff_only=false)
 Handles bionic deactivation effects of the entered bionic, returns if anything deactivated. More...
 
bool has_bionics () const
 Whether character has any bionics installed. More...
 
void clear_bionics ()
 Remove all bionics. More...
 
int get_used_bionics_slots (const bodypart_id &bp) const
 
int get_total_bionics_slots (const bodypart_id &bp) const
 
int get_free_bionics_slots (const bodypart_id &bp) const
 
bool has_enough_anesth (const itype *cbm, player &patient)
 Has enough anesthetic for surgery. More...
 
void introduce_into_anesthesia (const time_duration &duration, player &installer, bool needs_anesthesia)
 Handles process of introducing patient into anesthesia during Autodoc operations. More...
 
void remove_bionic (const bionic_id &b)
 Removes a bionic from my_bionics[]. More...
 
void add_bionic (const bionic_id &b)
 Adds a bionic to my_bionics[]. More...
 
float env_surgery_bonus (int radius)
 Calculate skill bonus from tiles in radius. More...
 
float bionics_adjusted_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate skill for (un)installing bionics. More...
 
int bionics_pl_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate non adjusted skill for (un)installing bionics. More...
 
bool can_install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Is the installation possible. More...
 
std::map< bodypart_id, int > bionic_installation_issues (const bionic_id &bioid) const
 
bool install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_install (bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
 Success or failure of installation happens here. More...
 
void do_damage_for_bionic_failure (int min_damage, int max_damage)
 
void bionics_install_failure (const std::string &installer, int difficulty, int success, float adjusted_skill)
 
bool can_uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Is The uninstallation possible. More...
 
bool uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_uninstall (bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
 Succes or failure of removal happens here. More...
 
void bionics_uninstall_failure (int difficulty, int success, float adjusted_skill)
 When a player fails the surgery. More...
 
bool uninstall_bionic (const bionic &target_cbm, monster &installer, player &patient, float adjusted_skill)
 Used by monster to perform surgery. More...
 
void bionics_uninstall_failure (monster &installer, player &patient, int difficulty, int success, float adjusted_skill)
 When a monster fails the surgery. More...
 
bool burn_fuel (bionic &bio, bool start=false)
 Convert fuel to bionic power. More...
 
void passive_power_gen (bionic &bio)
 Passively produce power from PERPETUAL fuel. More...
 
itype_id find_remote_fuel (bool look_only=false)
 Find fuel used by remote powered bionic. More...
 
int consume_remote_fuel (int amount)
 Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful). More...
 
void reset_remote_fuel ()
 
void heat_emission (bionic &bio, int fuel_energy)
 Handle heat from exothermic power generation. More...
 
float get_effective_efficiency (bionic &bio, float fuel_efficiency)
 Applies modifier to fuel_efficiency and returns the resulting efficiency. More...
 
units::energy get_power_level () const
 
units::energy get_max_power_level () const
 
void mod_power_level (const units::energy &npower)
 
void mod_max_power_level (const units::energy &npower_max)
 
void set_power_level (const units::energy &npower)
 
void set_max_power_level (const units::energy &npower_max)
 
bool is_max_power () const
 
bool has_power () const
 
bool has_max_power () const
 
bool enough_power_for (const bionic_id &bid) const
 
void conduct_blood_analysis () const
 
bool is_worn (const item &thing) const
 
virtual bool invoke_item (item *, const tripoint &pt)
 Asks how to use the item (if it has more than one use_method) and uses it. More...
 
virtual bool invoke_item (item *, const std::string &, const tripoint &pt)
 As above, but with a pre-selected method. More...
 
virtual bool invoke_item (item *)
 As above two, but with position equal to current position. More...
 
virtual bool invoke_item (item *, const std::string &)
 
virtual bool dispose_item (item_location &&obj, const std::string &prompt=std::string())
 Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves. More...
 
bool has_enough_charges (const item &it, bool show_msg) const
 Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges. More...
 
bool consume_charges (item &used, int qty)
 Consume charges of a tool or comestible item, potentially destroying it in the process. More...
 
int item_handling_cost (const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when handling (e.g. More...
 
int item_store_cost (const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when storing an item in a container. More...
 
int item_wear_cost (const item &it) const
 Calculate (but do not deduct) the number of moves required to wear an item. More...
 
int amount_worn (const itype_id &id) const
 Returns the amount of item ‘type’ that is currently worn. More...
 
std::vector< item_locationnearby (const std::function< bool(const item *, const item *)> &func, int radius=1) const
 Returns nearby items which match the provided predicate. More...
 
std::list< itemremove_worn_items_with (std::function< bool(item &)> filter)
 Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked). More...
 
iteminvlet_to_item (int invlet)
 Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet. More...
 
itemi_at (int position)
 
const itemi_at (int position) const
 
int get_item_position (const item *it) const
 Returns the item position (suitable for i_at or similar) of a specific item. More...
 
std::vector< item * > wielded_items ()
 Returns all equipped items that require a limb to be held. More...
 
std::vector< const item * > wielded_items () const
 
itemused_weapon ()
 Legacy code hack, don't use. More...
 
const itemused_weapon () const
 
itemprimary_weapon ()
 Legacy code hack, don't use. More...
 
const itemprimary_weapon () const
 
int i_add_to_container (const item &it, bool unloading)
 Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full. More...
 
itemi_add (item it, bool should_stack=true)
 
item i_rem (int pos)
 Remove a specific item from player possession. More...
 
item i_rem (const item *it)
 Remove a specific item from player possession. More...
 
void i_rem_keep_contents (int idx)
 
bool i_add_or_drop (item &it, int qty=1)
 Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded. More...
 
std::bitset< std::numeric_limits< char >::max()> allocated_invlets () const
 Only use for UI things. More...
 
bool has_active_item (const itype_id &id) const
 Whether the player carries an active item of the given item type. More...
 
item remove_weapon ()
 
bool has_mission_item (int mission_id) const
 
void remove_mission_items (int mission_id)
 
int throw_range (const item &) const
 Maximum thrown range with a given item, taking all active effects into account. More...
 
bool unarmed_attack () const
 True if unarmed or wielding a weapon with the UNARMED_WEAPON flag. More...
 
int best_nearby_lifting_assist () const
 Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range. More...
 
int best_nearby_lifting_assist (const tripoint &world_pos) const
 Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g. More...
 
std::vector< item * > inv_dump ()
 
units::mass weight_carried () const
 
units::volume volume_carried () const
 
units::mass weight_carried_reduced_by (const excluded_stacks &without) const
 
units::volume volume_carried_reduced_by (const excluded_stacks &without) const
 
units::mass weight_capacity () const override
 
units::volume volume_capacity () const
 
units::volume volume_capacity_reduced_by (const units::volume &mod, const excluded_stacks &without={}) const
 
bool can_pick_volume (const item &it) const
 
bool can_pick_volume (units::volume volume) const
 
bool can_pick_weight (const item &it, bool safe=true) const
 
bool can_pick_weight (units::mass weight, bool safe=true) const
 
bool can_use (const item &it, const item &context=item()) const
 Checks if character stats and skills meet minimum requirements for the item. More...
 
ret_val< bool > can_wear (const item &it, bool with_equip_change=false) const
 Check character capable of wearing an item. More...
 
std::optional< std::list< item >::iterator > wear_possessed (item &to_wear, bool interactive=true)
 Wear specified item. More...
 
std::optional< std::list< item >::iterator > wear_item (const item &to_wear, bool interactive=true)
 Wear a copy of specified item. More...
 
ret_val< bool > can_takeoff (const item &it, const std::list< item > *res=nullptr) const
 Check if character is capable of taking off given item. More...
 
bool takeoff (item &it, std::list< item > *res=nullptr)
 Take off an item. More...
 
bool is_armed () const
 Returns true if the character is wielding something. More...
 
ret_val< bool > can_wield (const item &it) const
 Check whether character is capable of wielding given item. More...
 
virtual bool wield (item &target)=0
 Removes currently wielded item (if any) and replaces it with the target item. More...
 
ret_val< bool > can_unwield (const item &it) const
 Check whether character is capable of unwielding given item. More...
 
bool unwield ()
 Removes currently wielded item (if any) More...
 
ret_val< bool > can_swap (const item &it) const
 Check player capable of swapping the side of a worn item. More...
 
void drop_invalid_inventory ()
 
std::list< item * > get_dependent_worn_items (const item &it) const
 Returns all items that must be taken off before taking off this item. More...
 
void drop (item_location loc, const tripoint &where)
 Drops an item to the specified location. More...
 
virtual void drop (const drop_locations &what, const tripoint &target, bool stash=false)
 
virtual bool has_artifact_with (art_effect_passive effect) const
 
bool is_wielding (const item &target) const
 
bool covered_with_flag (const std::string &flag, const body_part_set &parts) const
 
bool is_waterproof (const body_part_set &parts) const
 
int leak_level (const std::string &flag) const
 
bool can_reload (const item &it, const itype_id &ammo=itype_id()) const
 Whether a tool or gun is potentially reloadable (optionally considering a specific ammo) More...
 
int item_reload_cost (const item &it, const item &ammo, int qty) const
 Calculate (but do not deduct) the number of moves required to reload an item with specified quantity of ammo. More...
 
bool is_wearing (const item &itm) const
 Returns true if the player is wearing the item. More...
 
bool is_wearing (const itype_id &it) const
 Returns true if the player is wearing an item of this type. More...
 
bool is_wearing_on_bp (const itype_id &it, const bodypart_id &bp) const
 Returns true if the player is wearing the item on the given body part. More...
 
bool worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns true if the player is wearing an item with the given flag. More...
 
const itemitem_worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns the first worn item with a given flag. More...
 
std::vector< std::string > get_overlay_ids () const
 Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest". More...
 
int get_skill_level (const skill_id &ident) const
 
int get_skill_level (const skill_id &ident, const item &context) const
 
const SkillLevelMapget_all_skills () const
 
SkillLevelget_skill_level_object (const skill_id &ident)
 
const SkillLevelget_skill_level_object (const skill_id &ident) const
 
void set_skill_level (const skill_id &ident, int level)
 
void mod_skill_level (const skill_id &ident, int delta)
 
bool meets_skill_requirements (const std::map< skill_id, int > &req, const item &context=item()) const
 Checks whether the character's skills meet the required. More...
 
bool meets_skill_requirements (const construction &con) const
 Checks whether the character's skills meet the required. More...
 
bool meets_stat_requirements (const item &it) const
 Checks whether the character's stats meets the stats required by the item. More...
 
bool meets_requirements (const item &it, const item &context=item()) const
 Checks whether the character meets overall requirements to be able to use the item. More...
 
std::string enumerate_unmet_requirements (const item &it, const item &context=item()) const
 Returns a string of missed requirements (both stats and skills) More...
 
int rust_rate () const
 Returns the player's skill rust rate. More...
 
void practice (const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
 This handles giving xp for a skill. More...
 
int read_speed (bool return_stat_effect=true) const
 Returns the player's reading speed. More...
 
time_point get_time_died () const
 return the calendar::turn the character expired More...
 
void set_time_died (const time_point &time)
 set the turn the turn the character died if not already done More...
 
void die (Creature *nkiller) override
 Empty function. More...
 
std::string get_name () const override
 
std::vector< std::string > get_grammatical_genders () const override
 
template<typename ... Args>
bool query_yn (const char *const msg, Args &&... args) const
 It is supposed to hide the query_yn to simplify player vs. More...
 
virtual bool query_yn (const std::string &msg) const =0
 
bool is_immune_field (const field_type_id &fid) const override
 Returns true if we are immune to the field type with the given fid. More...
 
bool is_elec_immune () const override
 Returns true is the player is protected from electric shocks. More...
 
bool is_immune_effect (const efftype_id &) const override
 Returns true if the player is immune to this kind of effect. More...
 
bool is_immune_damage (damage_type) const override
 Returns true if the player is immune to this kind of damage. More...
 
bool is_rad_immune () const
 Returns true if the player is protected from radiation. More...
 
bool is_throw_immune () const
 Returns true if the player is immune to throws. More...
 
bool has_nv ()
 Returns true if the player has some form of night vision. More...
 
float rest_quality () const
 Returns >0 if character is sitting/lying and relatively inactive. More...
 
float healing_rate (float at_rest_quality) const
 Average hit points healed per turn. More...
 
float healing_rate_medicine (float at_rest_quality, const bodypart_id &bp) const
 Average hit points healed per turn from healing effects. More...
 
float mutation_value (const std::string &val) const
 Goes over all mutations, gets min and max of a value with given name. More...
 
social_modifiers get_mutation_social_mods () const
 Goes over all mutations, returning the sum of the social modifiers. More...
 
nc_color basic_symbol_color () const override
 
nc_color symbol_color () const override
 
std::string extended_description () const override
 
void pick_name (bool bUseDefault=false)
 Returns a random name from NAMES_*. More...
 
std::vector< trait_idget_base_traits () const
 Get the idents of all base traits. More...
 
std::vector< trait_idget_mutations (bool include_hidden=true) const
 Get the idents of all traits/mutations. More...
 
const std::bitset< NUM_VISION_MODES > & get_vision_modes () const
 
void clear_skills ()
 Clear the skills map, setting all levels to 0. More...
 
void clear_mutations ()
 Empties the trait and mutations lists. More...
 
bool crossed_threshold () const
 Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold. More...
 
void add_addiction (add_type type, int strength)
 Adds an addiction to the player. More...
 
void rem_addiction (add_type type)
 Removes an addition from the player. More...
 
bool has_addiction (add_type type) const
 Returns true if the player has an addiction of the specified type. More...
 
int addiction_level (add_type type) const
 Returns the intensity of the specified addiction. More...
 
void start_hauling ()
 
void stop_hauling ()
 
bool is_hauling () const
 
bool has_item_with_flag (const std::string &flag, bool need_charges=false) const
 
std::vector< const item * > all_items_with_flag (const std::string &flag) const
 All items that have the given flag (item::has_flag). More...
 
bool has_charges (const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
 
std::list< itemuse_amount (itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool use_charges_if_avail (const itype_id &it, int quantity)
 
std::list< itemuse_charges (const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool has_fire (int quantity) const
 
void use_fire (int quantity)
 
void assign_stashed_activity ()
 
bool check_outbounds_activity (const player_activity &act, bool check_only=false)
 
void assign_activity (const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
 Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming. More...
 
void assign_activity (const player_activity &act, bool allow_resume=true)
 Assigns activity to player, possibly resuming old activity if it's similar enough. More...
 
bool has_activity (const activity_id &type) const
 Check if player currently has a given activity. More...
 
bool has_activity (const std::vector< activity_id > &types) const
 Check if player currently has any of the given activities. More...
 
void resume_backlog_activity ()
 
void cancel_activity ()
 
void cancel_stashed_activity ()
 
player_activity get_stashed_activity () const
 
void set_stashed_activity (const player_activity &act, const player_activity &act_back=player_activity())
 
bool has_stashed_activity () const
 
void initialize_stomach_contents ()
 
float metabolic_rate_base () const
 Stable base metabolic rate due to traits. More...
 
float metabolic_rate () const
 Current metabolic rate due to traits, hunger, speed, etc. More...
 
std::string get_weight_string () const
 
int get_max_healthy () const
 
float bmi () const
 
int bmr () const
 
void reset_chargen_attributes ()
 
int base_age () const
 
void set_base_age (int age)
 
void mod_base_age (int mod)
 
int age () const
 
std::string age_string () const
 
int base_height () const
 
void set_base_height (int height)
 
void mod_base_height (int mod)
 
std::string height_string () const
 
int height () const
 
units::mass bodyweight () const
 
units::mass bionics_weight () const
 
int get_armor_bash (bodypart_id bp) const override
 Returns overall bashing resistance for the body_part. More...
 
int get_armor_cut (bodypart_id bp) const override
 Returns overall cutting resistance for the body_part. More...
 
int get_armor_bullet (bodypart_id bp) const override
 Returns overall bullet resistance for the body_part. More...
 
int get_armor_bash_base (bodypart_id bp) const override
 Returns bashing resistance from the creature and armor only. More...
 
int get_armor_cut_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_armor_bullet_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_env_resist (bodypart_id bp) const override
 Returns overall env_resist on a body_part. More...
 
int get_armor_acid (bodypart_id bp) const
 Returns overall acid resistance for the body part. More...
 
int get_armor_type (damage_type dt, bodypart_id bp) const override
 Returns overall resistance to given type on the bod part. More...
 
std::map< bodypart_id, int > get_all_armor_type (damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 
int get_stim () const
 
void set_stim (int new_stim)
 
void mod_stim (int mod)
 
int get_rad () const
 
void set_rad (int new_rad)
 
void mod_rad (int mod)
 
int get_stamina () const
 
int get_stamina_max () const
 
void set_stamina (int new_stamina)
 
void mod_stamina (int mod)
 
void burn_move_stamina (int moves)
 
float stamina_move_cost_modifier () const
 
void update_stamina (int turns)
 Regenerates stamina. More...
 
void on_item_wear (const item &it)
 Called when an item is worn. More...
 
void on_item_takeoff (const item &it)
 Called when an item is taken off. More...
 
void on_worn_item_washed (const item &it)
 Called when an item is washed. More...
 
void on_effect_int_change (const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
 Called when effect intensity has been changed. More...
 
void on_mutation_gain (const trait_id &mid)
 Called when a mutation is gained. More...
 
void on_mutation_loss (const trait_id &mid)
 Called when a mutation is lost. More...
 
void on_stat_change (const std::string &stat, int value) override
 Called when a stat is changed. More...
 
void on_worn_item_transform (const item &old_it, const item &new_it)
 Called when a worn item is transformed. More...
 
void wake_up ()
 Removes "sleep" and "lying_down". More...
 
int get_shout_volume () const
 
void shout (std::string msg="", bool order=false)
 
void vomit ()
 Handles Character vomiting effects. More...
 
void healed_bp (int bp, int amount)
 
int adjust_for_focus (int amount) const
 
void update_type_of_scent (bool init=false)
 
void update_type_of_scent (const trait_id &mut, bool gain=true)
 
void set_type_of_scent (const scenttype_id &id)
 
scenttype_id get_type_of_scent () const
 
void restore_scent ()
 restore scent after masked_scent effect run out or is removed by water More...
 
void mod_painkiller (int npkill)
 Modifies intensity of painkillers
More...
 
void set_painkiller (int npkill)
 Sets intensity of painkillers
More...
 
int get_painkiller () const
 Returns intensity of painkillers
More...
 
void react_to_felt_pain (int intensity)
 
void mod_pain (int npain) override
 Modifies a pain value by player traits before passing it to Creature::mod_pain() More...
 
void set_pain (int npain) override
 Sets new intensity of pain an reacts to it. More...
 
int get_perceived_pain () const override
 Returns perceived pain (reduced with painkillers) More...
 
void spores ()
 
void blossoms ()
 
void rooted_message () const
 Handles rooting effects. More...
 
void rooted ()
 
void fall_asleep ()
 Adds "sleep" to the player. More...
 
void fall_asleep (const time_duration &duration)
 
std::string is_snuggling () const
 Checks to see if the player is using floor items to keep warm, and return the name of one such item if so. More...
 
float power_rating () const override
 Returns an approximation of the creature's strength. More...
 
float speed_rating () const override
 Returns an approximate number of tiles this creature can travel per turn. More...
 
itemitem_with_best_of_quality (const quality_id &qid)
 Returns the item in the player's inventory with the highest of the specified quality. More...
 
bool sees_with_infrared (const Creature &critter) const
 Check whether the this player can see the other creature with infrared. More...
 
void place_corpse ()
 
void place_corpse (const tripoint_abs_omt &om_target)
 
int run_cost (int base_cost, bool diag=false) const
 Returns the player's modified base movement cost. More...
 
const pathfinding_settingsget_pathfinding_settings () const override
 Returns settings for pathfinding. More...
 
std::set< tripointget_path_avoid () const override
 Returns a set of points we do not want to path through. More...
 
std::vector< Creature * > get_hostile_creatures (int range) const
 Get all hostile creatures currently visible to this player. More...
 
std::vector< Creature * > get_visible_creatures (int range) const
 Returns all creatures that this player can see and that are in the given range. More...
 
std::string visible_mutations (int visibility_cap) const
 Returns an enumeration of visible mutations with colors. More...
 
player_activity get_destination_activity () const
 
void set_destination_activity (const player_activity &new_destination_activity)
 
void clear_destination_activity ()
 
std::map< bodypart_id, int > warmth (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns warmth provided by armor, etc. More...
 
bool can_use_floor_warmth () const
 Can the player lie down and cover self with blankets etc. More...
 
int floor_warmth (const tripoint &pos) const
 Final warmth from the floor. More...
 
int bodytemp_modifier_traits (bool overheated) const
 Correction factor of the body temperature due to traits and mutations. More...
 
int bodytemp_modifier_traits_floor () const
 Correction factor of the body temperature due to traits and mutations for player lying on the floor. More...
 
int temp_corrected_by_climate_control (int temperature) const
 Value of the body temperature corrected by climate control. More...
 
bool in_sleep_state () const override
 
void update_vitamins (const vitamin_id &vit)
 Set vitamin deficiency/excess disease states dependent upon current vitamin levels. More...
 
int vitamin_get (const vitamin_id &vit) const
 Check current level of a vitamin. More...
 
bool vitamin_set (const vitamin_id &vit, int qty)
 Sets level of a vitamin or returns false if id given in vit does not exist. More...
 
int vitamin_mod (const vitamin_id &vit, int qty, bool capped=true)
 Add or subtract vitamins from character storage pools. More...
 
void vitamins_mod (const std::map< vitamin_id, int > &, bool capped=true)
 
time_duration vitamin_rate (const vitamin_id &vit) const
 Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects. More...
 
int nutrition_for (const item &comest) const
 Handles the nutrition value for a comestible. More...
 
ret_val< edible_ratingcan_eat (const item &food) const
 Can the food be [theoretically] eaten no matter the consequen ces? More...
 
ret_val< edible_ratingwill_eat (const item &food, bool interactive=false) const
 Same as can_eat, but takes consequences into account. More...
 
bool can_feed_furnace_with (const item &it) const
 Determine character's capability of recharging their CBMs. More...
 
rechargeable_cbm get_cbm_rechargeable_with (const item &it) const
 
int get_acquirable_energy (const item &it, rechargeable_cbm cbm) const
 
int get_acquirable_energy (const item &it) const
 
bool feed_furnace_with (item &it)
 Recharge CBMs whenever possible. More...
 
bool fuel_bionic_with (item &it)
 
void modify_stimulation (const islot_comestible &comest)
 Used to apply stimulation modifications from food and medication. More...
 
void modify_fatigue (const islot_comestible &comest)
 Used to apply fatigue modifications from food and medication. More...
 
void modify_radiation (const islot_comestible &comest)
 Used to apply radiation from food and medication. More...
 
void modify_addiction (const islot_comestible &comest)
 Used to apply addiction modifications from food and medication. More...
 
void modify_health (const islot_comestible &comest)
 Used to apply health modifications from food and medication. More...
 
bool consume_effects (item &food)
 Handles the effects of consuming an item. More...
 
bool can_consume (const item &it) const
 Check character's capability of consumption overall. More...
 
bool can_estimate_rot () const
 True if the character has enough skill (in cooking or survival) to estimate time to rot. More...
 
bool can_consume_as_is (const item &it) const
 Check whether character can consume this very item. More...
 
bool can_consume_for_bionic (const item &it) const
 
itemget_consumable_from (item &it) const
 Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise. More...
 
void consume (item_location loc)
 Consume item (food, fuel, medicine, ...) at given location loc . More...
 
bool consume_item (item &target)
 Consume given item (food, fuel, medicine, ...). More...
 
bool consume_med (item &target)
 Consume an item as medication. More...
 
bool eat (item &food, bool force=false)
 Used for eating entered comestible, returns true if comestible is successfully eaten. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Get calorie & vitamin contents for a comestible, taking into account character traits. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const itype_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Same, but across arbitrary recipes. More...
 
morale_type allergy_type (const item &food) const
 Returns allergy type or MORALE_NULL if not allergic for this character. More...
 
nutrients compute_effective_nutrients (const item &) const
 
bool wearing_something_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body part. More...
 
bool is_wearing_helmet () const
 Returns true if the character is wearing something occupying the helmet slot. More...
 
int head_cloth_encumbrance () const
 Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head. More...
 
double armwear_factor () const
 Same as footwear factor, but for arms. More...
 
int shoe_type_count (const itype_id &it) const
 Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither. More...
 
double footwear_factor () const
 Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither. More...
 
bool is_wearing_shoes (const side &which_side=side::BOTH) const
 Returns true if the player is wearing something on their feet that is not SKINTIGHT. More...
 
bool change_side (item &it, bool interactive=true)
 Swap side on which item is worn; returns false on fail. More...
 
bool change_side (item_location &loc, bool interactive=true)
 
bool get_check_encumbrance ()
 
void set_check_encumbrance (bool new_check)
 
void update_morale ()
 Ticks down morale counters and removes them. More...
 
void apply_persistent_morale ()
 Ensures persistent morale effects are up-to-date. More...
 
void modify_morale (item &food, int nutr=0)
 Used to apply morale modifications from food and medication. More...
 
int get_morale_level () const
 
void add_morale (const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
 
bool has_morale (const morale_type &type) const
 
int get_morale (const morale_type &type) const
 
void rem_morale (const morale_type &type)
 
void clear_morale ()
 
bool has_morale_to_read () const
 
bool has_morale_to_craft () const
 
const inventorycrafting_inventory (bool clear_path)
 
const inventorycrafting_inventory (const tripoint &src_pos=tripoint_zero, int radius=PICKUP_RANGE, bool clear_path=true)
 
void invalidate_crafting_inventory ()
 
const recipe_subsetget_learned_recipes () const
 Returns all known recipes. More...
 
bool knows_recipe (const recipe *rec) const
 
void learn_recipe (const recipe *rec)
 
bool can_learn_by_disassembly (const recipe &rec) const
 
bool check_and_recover_morale ()
 Checks permanent morale for consistency and recovers it when an inconsistency is found. More...
 
std::pair< int, int > fun_for (const item &comest) const
 Handles the enjoyability value for a comestible. More...
 
void suffer ()
 Handles a large number of timers decrementing and other randomized effects. More...
 
bool irradiate (float rads, bool bypass=false)
 Handles mitigation and application of radiation. More...
 
void mend (int rate_multiplier)
 Handles the chance for broken limbs to spontaneously heal to 1 HP. More...
 
void sound_hallu ()
 Creates an auditory hallucination. More...
 
void drench (int saturation, const body_part_set &flags, bool ignore_waterproof)
 Drenches the player with water, saturation is the percent gotten wet. More...
 
void apply_wetness_morale (int temperature)
 Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature. More...
 
std::vector< std::string > short_description_parts () const
 
std::string short_description () const
 
int print_info (const catacurses::window &w, int vStart, int vLines, int column) const override
 Write information about this creature. More...
 
bool can_hear (const tripoint &source, int volume) const
 
float hearing_ability () const
 
bool knows_trap (const tripoint &pos) const
 
void add_known_trap (const tripoint &pos, const trap &t)
 
bool avoid_trap (const tripoint &pos, const trap &tr) const override
 Called when character triggers a trap, returns true if they don't set it off. More...
 
nc_color bodytemp_color (int bp) const
 Define color for displaying the body temperature. More...
 
bool sees (const tripoint &t, bool is_player=false, int range_mod=0) const override
 
bool sees (const Creature &critter) const override
 The functions check whether this creature can see the target. More...
 
Attitude attitude_to (const Creature &other) const override
 Attitude (of this creature) towards another creature. More...
 
int get_lowest_hp () const
 
bool has_weapon () const override
 
void shift_destination (point shift)
 
void set_destination (const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
 
void clear_destination ()
 
bool has_distant_destination () const
 
bool is_auto_moving () const
 
bool has_destination () const
 
bool has_destination_activity () const
 
void start_destination_activity ()
 
std::vector< tripoint > & get_auto_move_route ()
 
action_id get_next_auto_move_direction ()
 
bool defer_move (const tripoint &next)
 
std::map< bodypart_id, float > bodypart_exposure ()
 Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked). More...
 
void set_underwater (bool x) override
 
void clear_npc_ai_info_cache (npc_ai_info key) const
 
void set_npc_ai_info_cache (npc_ai_info key, double val) const
 
std::optional< double > get_npc_ai_info_cache (npc_ai_info key) const
 
safe_reference< Characterget_safe_reference ()
 
bool pour_into (item &container, item &liquid)
 Try to pour the given liquid into the given container/vehicle. More...
 
bool pour_into (vehicle &veh, item &liquid)
 
- Public Member Functions inherited from Creature
virtual ~Creature ()
 
virtual bool is_player () const
 
virtual bool is_avatar () const
 
virtual bool is_npc () const
 
virtual bool is_monster () const
 
virtual monsteras_monster ()
 
virtual const monsteras_monster () const
 
virtual npcas_npc ()
 
virtual const npcas_npc () const
 
virtual playeras_player ()
 
virtual const playeras_player () const
 
virtual avataras_avatar ()
 
virtual const avataras_avatar () const
 
virtual bool is_fake () const
 Returns true for non-real Creatures used temporarily; i.e. More...
 
virtual void set_fake (bool fake_value)
 Sets a Creature's fake boolean. More...
 
virtual void bleed () const
 Adds an appropriate blood splatter. More...
 
Creatureauto_find_hostile_target (int range, int &boo_hoo, int area=0)
 For fake-players (turrets, mounted turrets) this functions chooses a target. More...
 
double ranged_target_size () const
 Size of the target this creature presents to ranged weapons. More...
 
void knock_back_from (const tripoint &p)
 
int size_melee_penalty () const
 
virtual int deal_melee_attack (Creature *source, int hitroll)
 
virtual void deal_melee_hit (Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
 
virtual void deal_projectile_attack (Creature *source, dealt_projectile_attack &attack)
 Attempts to harm a creature with a projectile. More...
 
virtual void deal_damage_handle_type (const damage_unit &du, bodypart_id bp, int &damage, int &pain)
 
virtual bool digging () const
 
virtual bool is_underwater () const
 
virtual bool is_hallucination () const =0
 
bool is_dangerous_fields (const field &fld) const
 Returns true if there is a field in the field set that is dangerous to us. More...
 
bool is_dangerous_field (const field_entry &entry) const
 Returns true if the given field entry is dangerous to us. More...
 
void check_dead_state ()
 This function checks the creatures is_dead_state and (if true) calls die. More...
 
void add_effect (const effect &eff, bool force=false, bool deferred=false)
 
virtual void add_effect (const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false)
 Adds or modifies an effect. More...
 
void add_effect (const efftype_id &eff_id, const time_duration &dur, body_part bp=num_bp, int intensity=0, bool force=false, bool deferred=false)
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp=num_bp, int intensity=1, bool force=false)
 Gives chance to save via environmental resist, returns false if resistance was successful. More...
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp, bool REMOVED, int intensity=1, bool force=false)=delete
 
bool remove_effect (const efftype_id &eff_id, body_part bp=num_bp)
 Removes a listed effect. More...
 
virtual bool remove_effect (const efftype_id &eff_id, const bodypart_str_id &bp)
 
void clear_effects ()
 Remove all effects. More...
 
bool has_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Check if creature has the matching effect. More...
 
bool has_effect (const efftype_id &eff_id, const bodypart_str_id &bp) const
 
bool has_effect_with_flag (const std::string &flag, body_part bp=num_bp) const
 Check if creature has any effect with the given flag. More...
 
const effectget_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Return the effect that matches the given arguments exactly. More...
 
effectget_effect (const efftype_id &eff_id, body_part bp=num_bp)
 
std::vector< const effect * > get_all_effects_of_type (const efftype_id &eff_id) const
 Returns pointers to all effects matching given type. More...
 
std::vector< effect * > get_all_effects_of_type (const efftype_id &eff_id)
 
time_duration get_effect_dur (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the duration of the matching effect. More...
 
int get_effect_int (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the intensity of the matching effect. More...
 
bool resists_effect (const effect &e) const
 Returns true if the creature resists an effect. More...
 
void set_value (const std::string &key, const std::string &value)
 
void remove_value (const std::string &key)
 
std::string get_value (const std::string &key) const
 
void process_effects ()
 Processes through all the effects on the Creature. More...
 
virtual void mod_pain_noresist (int npain)
 
virtual int get_pain () const
 
int get_moves () const
 
void mod_moves (int nmoves)
 
void set_moves (int nmoves)
 
virtual Creatureget_killer () const
 
virtual int get_num_blocks () const
 
virtual int get_num_dodges () const
 
virtual int get_num_blocks_bonus () const
 
virtual int get_num_dodges_bonus () const
 
virtual int get_num_dodges_base () const
 
virtual int get_armor_bash_bonus () const
 
virtual int get_armor_cut_bonus () const
 
virtual int get_armor_bullet_bonus () const
 
virtual float get_hit () const
 
virtual int get_hp (const bodypart_id &bp) const
 
virtual int get_hp () const
 
virtual int get_hp_max (const bodypart_id &bp) const
 
virtual int get_hp_max () const
 
virtual bool has_flag (const m_flag) const
 
anatomy_id get_anatomy () const
 
void set_anatomy (anatomy_id anat)
 
bodypart_id get_random_body_part (bool main=false) const
 
std::vector< bodypart_idget_all_body_parts (bool only_main=false) const
 Returns body parts this creature have. More...
 
const std::map< bodypart_str_id, bodypart > & get_body () const
 
void set_body ()
 
bodypartget_part (const bodypart_id &id)
 
bodypart get_part (const bodypart_id &id) const
 
int get_part_hp_cur (const bodypart_id &id) const
 
int get_part_hp_max (const bodypart_id &id) const
 
int get_part_healed_total (const bodypart_id &id) const
 
void set_part_hp_cur (const bodypart_id &id, int set)
 
void set_part_hp_max (const bodypart_id &id, int set)
 
void set_part_healed_total (const bodypart_id &id, int set)
 
void mod_part_hp_cur (const bodypart_id &id, int mod)
 
void mod_part_hp_max (const bodypart_id &id, int mod)
 
void mod_part_healed_total (const bodypart_id &id, int mod)
 
void set_all_parts_hp_cur (int set)
 
void set_all_parts_hp_to_max ()
 
virtual int get_speed_base () const
 
virtual int get_speed_bonus () const
 
virtual float get_speed_mult () const
 
virtual int get_block_bonus () const
 
virtual float get_dodge_bonus () const
 
virtual float get_hit_bonus () const
 
virtual void set_num_blocks_bonus (int nblocks)
 
virtual void mod_num_dodges_bonus (int ndodges)
 
virtual void set_armor_bash_bonus (int nbasharm)
 
virtual void set_armor_cut_bonus (int ncutarm)
 
virtual void set_armor_bullet_bonus (int nbulletarm)
 
virtual void set_speed_base (int nspeed)
 
virtual void set_speed_bonus (int nspeed)
 
virtual void set_speed_mult (float nspeed)
 
virtual void set_block_bonus (int nblock)
 
virtual void mod_speed_bonus (int nspeed)
 
virtual void mod_speed_mult (float nspeed)
 
virtual void mod_block_bonus (int nblock)
 
virtual void set_dodge_bonus (float ndodge)
 
virtual void set_hit_bonus (float nhit)
 
virtual void mod_dodge_bonus (float ndodge)
 
virtual void mod_hit_bonus (float nhit)
 
void draw (const catacurses::window &w, point origin, bool inverted) const
 
void draw (const catacurses::window &w, const tripoint &origin, bool inverted) const
 
void describe_infrared (std::vector< std::string > &buf) const
 Describe this creature as seen by the avatar via infrared vision. More...
 
void describe_specials (std::vector< std::string > &buf) const
 Describe this creature as detected by the avatar's special senses. More...
 
virtual void add_msg_if_player (const std::string &) const
 
virtual void add_msg_if_player (const game_message_params &, const std::string &) const
 
void add_msg_if_player (const translation &) const
 
void add_msg_if_player (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_player (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_if_npc (const std::string &) const
 
virtual void add_msg_if_npc (const game_message_params &, const std::string &) const
 
void add_msg_if_npc (const translation &) const
 
void add_msg_if_npc (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_npc (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_player_or_npc (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_npc (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_npc (const translation &, const translation &) const
 
void add_msg_player_or_npc (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_npc (const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
virtual void add_msg_player_or_say (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_say (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_say (const translation &, const translation &) const
 
void add_msg_player_or_say (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_say (const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
virtual bool is_symbol_highlighted () const
 
effects_map get_all_effects () const
 
body_part select_body_part (Creature *source, int hit_roll) const
 
std::string replace_with_npc_name (std::string input) const
 This function replaces the "<npcname>" substring with the disp_name of this creature. More...
 
- Public Member Functions inherited from visitable< Character >
VisitResponse visit_items (const std::function< VisitResponse(item *, item *)> &func)
 Traverses this object and any child items contained using a visitor pattern. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *, const item *)> &func) const
 
VisitResponse visit_items (const std::function< VisitResponse(item *)> &func)
 Lightweight version which provides only the current node. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *)> &func) const
 
itemfind_parent (const item &it)
 Determine the immediate parent container (if any) for an item. More...
 
const itemfind_parent (const item &it) const
 
std::vector< item * > parents (const item &it)
 Returns vector of parent containers (if any) starting with the innermost. More...
 
std::vector< const item * > parents (const item &it) const
 
bool has_item (const item &it) const
 Returns true if this visitable instance contains the item. More...
 
bool has_item_with (const std::function< bool(const item &)> &filter) const
 Returns true if any item (including those within a container) matches the filter. More...
 
bool has_quality (const quality_id &qual, int level=1, int qty=1) const
 Returns true if instance has amount (or more) items of at least quality level. More...
 
int max_quality (const quality_id &qual) const
 Return maximum tool quality level provided by instance or INT_MIN if not found. More...
 
int charges_of (const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
 Count maximum available charges from this instance and any contained items. More...
 
int amount_of (const itype_id &what, bool pseudo=true, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >) const
 Count items matching id including both this instance and any contained items. More...
 
bool has_amount (const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
 Check instance provides at least qty of an item (. More...
 
std::vector< item * > items_with (const std::function< bool(const item &)> &filter)
 Returns all items (including those within a container) matching the filter. More...
 
std::vector< const item * > items_with (const std::function< bool(const item &)> &filter) const
 
std::list< itemremove_items_with (const std::function< bool(const item &)> &filter, int count=INT_MAX)
 Removes items contained by this instance which match the filter. More...
 
item remove_item (item &it)
 Removes and returns the item which must be contained by this instance. More...
 

Static Public Member Functions

static hp_part bp_to_hp (body_part bp)
 Converts a body_part to an hp_part. More...
 
static body_part hp_to_bp (hp_part hpart)
 Converts an hp_part to a body_part. More...
 
static int worn_position_to_index (int position)
 
static int floor_bedding_warmth (const tripoint &pos)
 Warmth from terrain, furniture, vehicle furniture and traps. More...
 
static int floor_item_warmth (const tripoint &pos)
 Warmth from clothing on the floor. More...
 
- Static Public Member Functions inherited from Creature
static std::string attitude_raw_string (Attitude att)
 Simplified attitude string for unlocalized needs. More...
 
static const std::pair< translation, nc_color > & get_attitude_ui_data (Attitude att)
 Creature Attitude as String and color. More...
 
static void load_hit_range (const JsonObject &)
 
static void reset_hit_range ()
 

Public Attributes

bool death_drops = true
 
bool controlling_vehicle = false
 
int str_max = 0
 
int dex_max = 0
 
int int_max = 0
 
int per_max = 0
 
int str_cur = 0
 
int dex_cur = 0
 
int int_cur = 0
 
int per_cur = 0
 
int blocks_left = 0
 
int dodges_left = 0
 
double recoil = MAX_RECOIL
 
profession_id prof
 
std::string custom_profession
 
bool reach_attacking = false
 
pimpl< known_magicmagic
 
std::string name
 
bool male = true
 
std::list< itemworn
 
std::array< int, num_hp_partsdamage_bandaged
 
std::array< int, num_hp_partsdamage_disinfected
 
bool nv_cached = false
 
bool in_vehicle = false
 
bool hauling = false
 
player_activity stashed_outbounds_activity
 
player_activity stashed_outbounds_backlog
 
player_activity activity
 
std::list< player_activitybacklog
 
std::optional< tripointdestination_point
 
inventory inv
 
itype_id last_item
 
int scent = 0
 
pimpl< bionic_collectionmy_bionics
 
pimpl< character_martial_artsmartial_arts_data
 
stomach_contents stomach
 
pimpl< consumption_history_tconsumption_history
 
int oxygen = 0
 
int tank_plut = 0
 
int reactor_plut = 0
 
int slow_rad = 0
 
int focus_pool = 0
 
int cash = 0
 
std::set< character_idfollower_ids
 
item_location ammo_location
 
std::set< tripoint_abs_omtcamps
 
time_point cached_time
 
std::vector< addictionaddictions
 
shared_ptr_fast< monstermounted_creature
 
int mounted_creature_id = 0
 
int activity_vehicle_part_index = -1
 
std::array< int, num_hp_partshealed_total
 
std::map< std::string, int > mutation_category_level
 
std::vector< tripoint_abs_omtomt_path
 Route for overmap scale traveling. More...
 
mutation_collection my_mutations
 Traits / mutations of the character. More...
 
time_point last_sleep_check = calendar::turn_zero
 
bool bio_soporific_powered_at_last_sleep_check = false
 
std::array< int, num_bptemp_cur
 
std::array< int, num_bpfrostbite_timer
 
std::array< int, num_bptemp_conv
 
std::array< int, num_bpbody_wetness
 
std::array< int, num_bpdrench_capacity
 
time_point next_climate_control_check
 
bool last_climate_control_ret = false
 
- Public Attributes inherited from Creature
FacingDirection facing = FD_RIGHT
 return the direction the creature is facing, for sdl horizontal flip More...
 
int moves = 0
 

Static Public Attributes

static const std::vector< material_idfleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
 
- Static Public Attributes inherited from Creature
static const std::map< std::string, m_sizesize_map
 
static const std::set< material_idcmat_flesh
 
static const std::set< material_idcmat_fleshnveg
 
static const std::set< material_idcmat_flammable
 
static const std::set< material_idcmat_flameres
 
static std::vector< int > dispersion_for_even_chance_of_good_hit = default_dispersion_for_ecogh
 

Protected Member Functions

void do_skill_rust ()
 
void apply_mods (const trait_id &mut, bool add_remove)
 Applies stat mods to character. More...
 
char_encumbrance_data calc_encumbrance () const
 Recalculate encumbrance for all body parts. More...
 
char_encumbrance_data calc_encumbrance (const item &new_item) const
 Recalculate encumbrance for all body parts as if new_item was also worn. More...
 
void mut_cbm_encumb (char_encumbrance_data &vals) const
 Applies encumbrance from mutations and bionics only. More...
 
std::list< item >::iterator position_to_wear_new_item (const item &new_item)
 Return the position in the worn list where new_item would be put by default. More...
 
void item_encumb (char_encumbrance_data &vals, const item &new_item) const
 Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items. More...
 
void on_damage_of_type (int adjusted_damage, damage_type type, const bodypart_id &bp) override
 
 Character ()
 
 Character (Character &&)
 
Characteroperator= (Character &&)
 
void store (JsonOut &json) const
 Load variables from json into object. More...
 
void load (const JsonObject &data)
 Gather variables for saving. More...
 
- Protected Member Functions inherited from Creature
void set_killer (Creature *killer)
 
 Creature ()
 
 Creature (const Creature &)=default
 
 Creature (Creature &&)=default
 
Creatureoperator= (const Creature &)=default
 
Creatureoperator= (Creature &&)=default
 
void store (JsonOut &jsout) const
 These two functions are responsible for storing and loading the members of this class to/from json data. More...
 
void load (const JsonObject &jsin)
 

Protected Attributes

std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bpmut_drench
 
tripoint position
 
int str_bonus = 0
 Bonuses to stats, calculated each turn. More...
 
int dex_bonus = 0
 
int per_bonus = 0
 
int int_bonus = 0
 
int healthy = 0
 How healthy the character is. More...
 
int healthy_mod = 0
 
int init_age = 25
 age in years at character creation More...
 
int init_height = 175
 height at character creation More...
 
m_size size_class = MS_MEDIUM
 Size class of character. More...
 
trap_map known_traps
 
pimpl< char_encumbrance_dataencumbrance_cache
 
std::unordered_set< trait_idmy_traits
 Contains mutation ids of the base traits. More...
 
std::vector< const mutation_branch * > cached_mutations
 Pointers to mutation branches in my_mutations. More...
 
pimpl< SkillLevelMap_skills
 Character skills. More...
 
pimpl< SkillLevelMapautolearn_skills_stamp
 Stamp of character skills. More...
 
pimpl< recipe_subsetlearned_recipes
 Subset of learned recipes. More...
 
std::bitset< NUM_VISION_MODESvision_mode_cache
 
float nv_range = 0
 
int sight_max = 0
 
time_point time_died = calendar::before_time_starts
 
pimpl< pathfinding_settingspath_settings
 Cache for pathfinding settings. More...
 
int faction_api_version = 2
 
faction_id fac_id
 
factionmy_fac = nullptr
 
character_movemode move_mode = CMM_WALK
 
std::map< vitamin_id, int > vitamin_levels
 Current deficiency/excess quantity for each vitamin. More...
 
pimpl< player_moralemorale
 
pimpl< enchantmentenchantment_cache
 
std::unordered_map< point_abs_omt, time_durationovermap_time
 Amount of time the player has spent in each overmap tile. More...
 
- Protected Attributes inherited from Creature
Creaturekiller = nullptr
 
pimpl< effects_mapeffects
 
std::unordered_map< std::string, std::string > values
 
int num_blocks = 0
 
int num_dodges = 0
 
int num_blocks_bonus = 0
 
int num_dodges_bonus = 0
 
int armor_bash_bonus = 0
 
int armor_cut_bonus = 0
 
int armor_bullet_bonus = 0
 
int speed_base = 0
 
int speed_bonus = 0
 
float speed_mult = 0.f
 
float dodge_bonus = 0.0
 
int block_bonus = 0
 
float hit_bonus = 0.0
 
bool fake = false
 

Private Member Functions

bool valid_aoe_technique (Creature &t, const ma_technique &technique)
 Check if an area-of-effect technique has valid targets. More...
 
bool valid_aoe_technique (Creature &t, const ma_technique &technique, std::vector< Creature * > &targets)
 
int get_mod (const trait_id &mut, const std::string &arg) const
 Retrieves a stat mod of a mutation. More...
 
void apply_skill_boost ()
 Applies skill-based boosts to stats. More...
 
void old_mutate ()
 
void suffer_water_damage (const mutation_branch &mdata)
 suffer() subcalls More...
 
void suffer_mutation_power (const mutation_branch &mdata, char_trait_data &tdata)
 
void suffer_while_underwater ()
 
void suffer_from_addictions ()
 
void suffer_while_awake (int current_stim)
 
void suffer_from_chemimbalance ()
 
void suffer_from_schizophrenia ()
 
void suffer_from_asthma (int current_stim)
 
void suffer_in_sunlight ()
 
void suffer_from_sunburn ()
 
void suffer_from_other_mutations ()
 
void suffer_from_radiation ()
 
void suffer_from_bad_bionics ()
 
void suffer_from_artifacts ()
 
void suffer_from_stimulants (int current_stim)
 
void suffer_without_sleep (int sleep_deprivation)
 
bool is_visible_in_range (const Creature &critter, int range) const
 Check whether the other creature is in range and can be seen by this creature. More...
 

Private Attributes

item weapon
 
player_activity destination_activity
 
character_id id
 
units::energy power_level
 
units::energy max_power_level
 
int stored_calories = 0
 Needs (hunger, starvation, thirst, fatigue, etc.) More...
 
int thirst = 0
 
int stamina = 0
 
int fatigue = 0
 
int sleep_deprivation = 0
 
bool check_encumbrance = true
 
int stim = 0
 
int pkill = 0
 
int radiation = 0
 
std::vector< tripointauto_move_route
 
std::optional< tripointnext_expected_position
 
scenttype_id type_of_scent
 
struct weighted_int_list< std::string > melee_miss_reasons
 
int cached_moves = 0
 
tripoint cached_position
 
inventory cached_crafting_inventory
 
std::array< double, npc_ai_info::num_npc_ai_infonpc_ai_info_cache
 
safe_reference_anchor anchor
 

Additional Inherited Members

Detailed Description

Definition at line 225 of file character.h.

Member Typedef Documentation

◆ trap_map

using Character::trap_map = std::map<tripoint, std::string>

Definition at line 2077 of file character.h.

Member Enumeration Documentation

◆ water_tolerance

Enumerator
WT_IGNORED 
WT_NEUTRAL 
WT_GOOD 
NUM_WATER_TOLERANCE 

Definition at line 788 of file character.h.

788 {
789 WT_IGNORED = 0,
791 WT_GOOD,
793 };
@ WT_NEUTRAL
Definition: character.h:790
@ WT_IGNORED
Definition: character.h:789
@ NUM_WATER_TOLERANCE
Definition: character.h:792

Constructor & Destructor Documentation

◆ Character() [1/3]

Character::Character ( const Character )
delete

◆ ~Character()

Character::~Character ( )
overridedefault

◆ Character() [2/3]

Character::Character ( )
protected

Definition at line 401 of file character.cpp.

401 :
403 damage_bandaged( {{ 0 }} ),
404 damage_disinfected( {{ 0 }} ),
406 id( -1 ),
409{
410 str_max = 0;
411 dex_max = 0;
412 per_max = 0;
413 int_max = 0;
414 str_cur = 0;
415 dex_cur = 0;
416 per_cur = 0;
417 int_cur = 0;
418 str_bonus = 0;
419 dex_bonus = 0;
420 per_bonus = 0;
421 int_bonus = 0;
422 healthy = 0;
423 healthy_mod = 0;
424 thirst = 0;
425 fatigue = 0;
427 set_rad( 0 );
428 tank_plut = 0;
429 reactor_plut = 0;
430 slow_rad = 0;
431 set_stim( 0 );
432 set_stamina( 10000 ); //Temporary value for stamina. It will be reset later from external json option.
433 set_anatomy( anatomy_id("human_anatomy") );
434 update_type_of_scent( true );
435 pkill = 0;
438 healed_total = { { 0, 0, 0, 0, 0, 0 } };
439
440 name.clear();
441 custom_profession.clear();
443
444 *path_settings = pathfinding_settings{ 0, 1000, 1000, 0, true, true, true, false, true };
445
447 next_expected_position = std::nullopt;
448 temp_cur.fill( BODYTEMP_NORM );
449 frostbite_timer.fill( 0 );
450 temp_conv.fill( BODYTEMP_NORM );
451
452 body_wetness.fill( 0 );
453
466 npc_ai_info_cache.fill(-1.0);
467}
string_id< anatomy > anatomy_id
Definition: anatomy.h:14
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
@ CMM_WALK
Definition: character.h:109
bool last_climate_control_ret
Definition: character.h:2290
character_movemode move_mode
Definition: character.h:2199
int str_max
Definition: character.h:259
std::array< int, num_bp > frostbite_timer
Definition: character.h:2285
void update_type_of_scent(bool init=false)
Definition: character.cpp:8703
int str_cur
Definition: character.h:264
int str_bonus
Bonuses to stats, calculated each turn.
Definition: character.h:2125
profession_id prof
Definition: character.h:573
int dex_cur
Definition: character.h:265
std::array< int, num_bp > temp_conv
Definition: character.h:2285
int max_stored_kcal() const
Definition: character.cpp:4326
int per_max
Definition: character.h:262
void set_stim(int new_stim)
Definition: character.cpp:7041
void set_stamina(int new_stamina)
Definition: character.cpp:7085
std::string name
Definition: character.h:1558
std::array< int, num_bp > body_wetness
Definition: character.h:2286
time_point next_climate_control_check
Definition: character.h:2289
int stored_calories
Needs (hunger, starvation, thirst, fatigue, etc.)
Definition: character.h:2246
int per_bonus
Definition: character.h:2127
time_point cached_time
Definition: character.h:1598
std::string custom_profession
Definition: character.h:574
int dex_bonus
Definition: character.h:2126
std::optional< tripoint > next_expected_position
Definition: character.h:2262
pimpl< pathfinding_settings > path_settings
Cache for pathfinding settings.
Definition: character.h:2188
std::array< int, num_hp_parts > damage_bandaged
Definition: character.h:1562
character_id id
Definition: character.h:2240
int healthy
How healthy the character is.
Definition: character.h:2131
int sleep_deprivation
Definition: character.h:2252
int int_cur
Definition: character.h:266
int int_max
Definition: character.h:261
int reactor_plut
Definition: character.h:1588
int fatigue
Definition: character.h:2251
std::array< int, num_bp > drench_capacity
Definition: character.h:2287
std::array< int, num_bp > temp_cur
Definition: character.h:2285
void initialize_stomach_contents()
Definition: stomach.cpp:195
std::array< int, num_hp_parts > healed_total
Definition: character.h:1772
void set_rad(int new_rad)
Definition: character.cpp:7056
int slow_rad
Definition: character.h:1589
std::array< double, npc_ai_info::num_npc_ai_info > npc_ai_info_cache
Definition: character.h:2271
int per_cur
Definition: character.h:267
int tank_plut
Definition: character.h:1587
int healthy_mod
Definition: character.h:2132
int dex_max
Definition: character.h:260
int thirst
Definition: character.h:2248
int int_bonus
Definition: character.h:2128
std::array< int, num_hp_parts > damage_disinfected
Definition: character.h:1562
void set_anatomy(anatomy_id anat)
Definition: creature.cpp:1543
static const profession_id & generic()
Definition: profession.cpp:248
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
static constexpr int BODYTEMP_NORM
Level 1 hotness.
Definition: weather.h:36

◆ Character() [3/3]

Character::Character ( Character &&  )
protecteddefault

Member Function Documentation

◆ absorb_hit()

void Character::absorb_hit ( const bodypart_id bp,
damage_instance dam 
)
overridevirtual

Runs through all bionics and armor on a part and reduces damage through their armor_absorb.

Implements Creature.

Definition at line 8001 of file character.cpp.

8002{
8003 std::list<item> worn_remains;
8004 bool armor_destroyed = false;
8005
8006 for( damage_unit &elem : dam.damage_units ) {
8007 if( elem.amount < 0 ) {
8008 // Prevents 0 damage hits (like from hallucinations) from ripping armor
8009 elem.amount = 0;
8010 continue;
8011 }
8012
8013 // The bio_ads CBM absorbs percentage melee damage and ranged damage (where possible) after armour.
8014 if( has_active_bionic( bio_ads ) && ( elem.amount > 0 ) && ( elem.type == DT_BASH ||
8015 elem.type == DT_CUT || elem.type == DT_STAB || elem.type == DT_BULLET ) ) {
8016 float elem_multi = 1;
8018 // HACK: Halves charge rate when hit for the next 3 turns, doesn't stack. See bionics.cpp for more information.
8019 bio.charge_timer = 6;
8020 // Bullet affected significantly more than stab, stab more than cut, cut more than bash.
8021 if( elem.type == DT_BASH ) {
8022 elem_multi = 0.8;
8023 } else if( elem.type == DT_CUT ) {
8024 elem_multi = 0.7;
8025 } else if( elem.type == DT_STAB ) {
8026 elem_multi = 0.55;
8027 } else if( elem.type == DT_BULLET ) {
8028 elem_multi = 0.25;
8029 }
8030 units::energy ads_cost = elem.amount * 500_J;
8031 if( bio.energy_stored >= ads_cost ) {
8032 dam.mult_damage( elem_multi );
8033 bio.energy_stored -= ads_cost;
8034 } else if( bio.energy_stored < ads_cost && bio.energy_stored != 0_kJ ) {
8035 // If you get hit and you lack energy it either deactivates, or deactivates and shorts out.
8036 // Either way you still get protection.
8037 dam.mult_damage( elem_multi );
8038 bio.energy_stored = 0_kJ;
8039 deactivate_bionic( bio );
8040 const units::energy shatter_thresh = ( elem.type == DT_BULLET ) ? 20_kJ : 15_kJ;
8041 if( ads_cost >= shatter_thresh ) {
8042 if( bio.incapacitated_time == 0_turns ) {
8043 add_msg_if_player( m_bad, _( "Your forcefield shatters and the feedback shorts out the %s!" ),
8044 bio.info().name );
8045 }
8046 int over = units::to_kilojoule( ads_cost - ( shatter_thresh - 5_kJ ) );
8047 bio.incapacitated_time += ( ( over / 5 ) ) * 1_turns;
8048 } else {
8049 add_msg_if_player( m_bad, _( "Your forcefield crackles and the %s powers down." ),
8050 bio.info().name );
8051 }
8052 } else {
8053 //You tried to (re)activate it and immediately enter combat, no mitigation for you.
8054 deactivate_bionic( bio );
8055 add_msg_if_player( m_bad, _( "The %s is interrupted and powers down." ), bio.info().name );
8056 }
8057 }
8058
8059 armor_enchantment_adjust( *this, elem );
8060
8061 // Only the outermost armor can be set on fire
8062 bool outermost = true;
8063 // The worn vector has the innermost item first, so
8064 // iterate reverse to damage the outermost (last in worn vector) first.
8065 for( auto iter = worn.rbegin(); iter != worn.rend(); ) {
8066 item &armor = *iter;
8067
8068 if( !armor.covers( bp->token ) ) {
8069 ++iter;
8070 continue;
8071 }
8072
8073 const std::string pre_damage_name = armor.tname();
8074 bool destroy = false;
8075
8076 item_armor_enchantment_adjust( *this, elem, armor );
8077 // Heat damage can set armor on fire
8078 // Even though it doesn't cause direct physical damage to it
8079 if( outermost && elem.type == DT_HEAT && elem.amount >= 1.0f ) {
8080 // TODO: Different fire intensity values based on damage
8081 fire_data frd{ 2 };
8082 destroy = armor.burn( frd );
8083 int fuel = roll_remainder( frd.fuel_produced );
8084 if( fuel > 0 ) {
8085 add_effect( effect_onfire, time_duration::from_turns( fuel + 1 ), bp->token, 0, false, true );
8086 }
8087 }
8088
8089 if( !destroy ) {
8090 destroy = armor_absorb( elem, armor );
8091 }
8092
8093 if( destroy ) {
8094 if( g->u.sees( *this ) ) {
8095 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ),
8096 m_neutral, _( "destroyed" ), m_info );
8097 }
8098 destroyed_armor_msg( *this, pre_damage_name );
8099 armor_destroyed = true;
8100 armor.on_takeoff( *this );
8101 for( const item *it : armor.contents.all_items_top() ) {
8102 worn_remains.push_back( *it );
8103 }
8104 // decltype is the type name of the iterator, note that reverse_iterator::base returns the
8105 // iterator to the next element, not the one the revers_iterator points to.
8106 // http://stackoverflow.com/questions/1830158/how-to-call-erase-with-a-reverse-iterator
8107 iter = decltype( iter )( worn.erase( --( iter.base() ) ) );
8108 } else {
8109 ++iter;
8110 outermost = false;
8111 }
8112 }
8113
8114 passive_absorb_hit( bp, elem );
8115
8116 if( elem.type == DT_BASH ) {
8117 if( has_trait( trait_LIGHT_BONES ) ) {
8118 elem.amount *= 1.4;
8119 }
8120 if( has_trait( trait_HOLLOW_BONES ) ) {
8121 elem.amount *= 1.8;
8122 }
8123 }
8124
8125 elem.amount = std::max( elem.amount, 0.0f );
8126 }
8127 map &here = get_map();
8128 for( item &remain : worn_remains ) {
8129 here.add_item_or_charges( pos(), remain );
8130 }
8131 if( armor_destroyed ) {
8133 }
8134}
static const trait_id trait_HOLLOW_BONES("HOLLOW_BONES")
static void destroyed_armor_msg(Character &who, const std::string &pre_damage_name)
Definition: character.cpp:7911
static const bionic_id bio_ads("bio_ads")
static void item_armor_enchantment_adjust(const Character &guy, damage_unit &du, const item &armor)
Definition: character.cpp:7925
static const trait_id trait_LIGHT_BONES("LIGHT_BONES")
static void armor_enchantment_adjust(const Character &guy, damage_unit &du)
Definition: character.cpp:7965
static const efftype_id effect_onfire("onfire")
bionic & get_bionic_state(const bionic_id &id)
Get state of bionic with given id.
Definition: character.cpp:1792
int posx() const override
Definition: character.h:794
int posy() const override
Definition: character.h:797
std::list< item > worn
Definition: character.h:1561
bool armor_absorb(damage_unit &du, item &armor)
Reduces and mutates du, prints messages about armor taking damage.
Definition: character.cpp:8136
void drop_invalid_inventory()
Definition: character.cpp:3177
void passive_absorb_hit(const bodypart_id &bp, damage_unit &du) const
Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.
Definition: character.cpp:7892
const tripoint & pos() const override
Definition: character.cpp:592
bool deactivate_bionic(bionic &bio, bool eff_only=false)
Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.
Definition: bionics.cpp:1143
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:101
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1813
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:987
virtual void add_msg_if_player(const std::string &) const
Definition: creature.h:601
std::list< item * > all_items_top()
returns a list of pointers to all top-level items
Definition: item.h:211
item_contents contents
Definition: item.h:2163
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4554
void on_takeoff(Character &p)
Callback when a character takes off an item.
Definition: item.cpp:4395
bool burn(fire_data &frd)
Burns the item.
Definition: item.cpp:8284
bool covers(body_part bp) const
Whether this item (when worn) covers the given body part.
Definition: item.cpp:743
Manage and cache data about a part of the map.
Definition: map.h:384
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4332
void add(point pos, direction p_oDir, const std::string &p_sText, game_message_type p_gmt, const std::string &p_sText2="", game_message_type p_gmt2=m_neutral, const std::string &p_sType="")
Definition: output.cpp:1757
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
@ DT_STAB
Definition: damage.h:27
@ DT_BASH
Definition: damage.h:24
@ DT_CUT
Definition: damage.h:25
@ DT_BULLET
Definition: damage.h:31
@ DT_HEAT
Definition: damage.h:28
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
std::unique_ptr< game > g
Definition: game.cpp:281
map & get_map()
Definition: map.cpp:147
constexpr value_type to_kilojoule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:46
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
scrollingcombattext SCT
Definition: output.cpp:65
int roll_remainder(double value)
Definition: rng.cpp:96
translation name
Definition: bionics.h:34
const bionic_data & info() const
Definition: bionics.h:174
int charge_timer
Definition: bionics.h:157
units::energy energy_stored
Definition: bionics.h:167
time_duration incapacitated_time
Definition: bionics.h:165
std::vector< damage_unit > damage_units
Definition: damage.h:52
void mult_damage(double multiplier, bool pre_armor=false)
Definition: damage.cpp:48
float amount
Definition: damage.h:37
damage_type type
Definition: damage.h:36
Contains the state of a fire in one tile on one turn.
Definition: fire.h:18
Definition: point.h:35
#define _(msg)
Definition: translations.h:116

References _, scrollingcombattext::add(), Creature::add_effect(), map::add_item_or_charges(), Creature::add_msg_if_player(), item_contents::all_items_top(), damage_unit::amount, armor_absorb(), armor_enchantment_adjust(), bio_ads, item::burn(), bionic::charge_timer, item::contents, item::covers(), damage_instance::damage_units, deactivate_bionic(), destroyed_armor_msg(), drop_invalid_inventory(), DT_BASH, DT_BULLET, DT_CUT, DT_HEAT, DT_STAB, effect_onfire, bionic::energy_stored, time_duration::from_turns(), g, get_bionic_state(), get_map(), has_active_bionic(), has_trait(), bionic::incapacitated_time, bionic::info(), item_armor_enchantment_adjust(), m_bad, m_info, m_neutral, damage_instance::mult_damage(), bionic_data::name, NORTH, item::on_takeoff(), passive_absorb_hit(), pos(), posx(), posy(), remove_color_tags(), roll_remainder(), SCT, item::tname(), units::to_kilojoule(), trait_HOLLOW_BONES, trait_LIGHT_BONES, damage_unit::type, and worn.

◆ action_taken()

void Character::action_taken ( )

Called after every action, invalidates player caches.

Definition at line 803 of file character.cpp.

804{
805 nv_cached = false;
806}
bool nv_cached
Definition: character.h:1563

References nv_cached.

Referenced by game::do_turn().

◆ activate_bionic()

bool Character::activate_bionic ( bionic bio,
bool  eff_only = false 
)

Handles bionic activation effects of the entered bionic, returns if anything activated.

Definition at line 625 of file bionics.cpp.

626{
627 const bool mounted = is_mounted();
628 if( bio.incapacitated_time > 0_turns ) {
629 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be activated." ),
630 bio.info().name );
631 return false;
632 }
633
634 // eff_only means only do the effect without messing with stats or displaying messages
635 if( !eff_only ) {
636 if( bio.powered ) {
637 // It's already on!
638 return false;
639 }
640 if( !enough_power_for( bio.id ) ) {
641 add_msg_if_player( m_info, _( "You don't have the power to activate your %s." ),
642 bio.info().name );
643 return false;
644 }
645
646 // HACK: burn_fuel() doesn't check for available fuel in remote source on start.
647 // If CBM is successfully activated, the check will occur when it actually tries to draw power
648 if( !bio.info().is_remote_fueled ) {
649 if( !burn_fuel( bio, true ) ) {
650 return false;
651 }
652 }
653
654 // We can actually activate now, do activation-y things
656
657 bio.powered = bio.info().has_flag( flag_BIONIC_TOGGLED ) || bio.info().charge_time > 0;
658
659 if( bio.info().charge_time > 0 ) {
660 bio.charge_timer = bio.info().charge_time;
661 }
662 if( !bio.id->enchantments.empty() ) {
664 }
665 }
666
667 auto add_msg_activate = [&]() {
668 if( !eff_only && !bio.is_auto_start_keep_full() ) {
669 add_msg_if_player( m_info, _( "You activate your %s." ), bio.info().name );
670 } else if( get_player_character().sees( pos() ) ) {
671 add_msg( m_info, _( "%s activates their %s." ), disp_name(),
672 bio.info().name );
673 }
674 };
675 auto refund_power = [&]() {
676 if( !eff_only ) {
678 }
679 };
680
681 item tmp_item;
682 const w_point &weatherPoint = get_weather().get_precise();
683
684 map &here = get_map();
685 // On activation effects go here
686 if( bio.info().has_flag( flag_BIONIC_GUN ) ) {
687 add_msg_activate();
688 refund_power(); // Power usage calculated later, in avatar_action::fire
690 bio.info().power_activate );
691 } else if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
693 add_msg_if_player( m_info, _( "Deactivate your %s first!" ), primary_weapon().tname() );
694 refund_power();
695 bio.powered = false;
696 return false;
697 }
698
699 if( !primary_weapon().is_null() ) {
700 const std::string query = string_format( _( "Stop wielding %s?" ), primary_weapon().tname() );
701 if( !dispose_item( item_location( *this, &primary_weapon() ), query ) ) {
702 refund_power();
703 bio.powered = false;
704 return false;
705 }
706 }
707
708 add_msg_activate();
709 primary_weapon() = item( bio.info().fake_item );
710 primary_weapon().invlet = '#';
711 if( bio.ammo_count > 0 ) {
714 }
715 } else if( bio.id == bio_ears && has_active_bionic( bio_earplugs ) ) {
716 add_msg_activate();
717 for( bionic &bio : *my_bionics ) {
718 if( bio.id == bio_earplugs ) {
719 bio.powered = false;
720 add_msg_if_player( m_info, _( "Your %s automatically turn off." ),
721 bio.info().name );
722 }
723 }
724 } else if( bio.id == bio_earplugs && has_active_bionic( bio_ears ) ) {
725 add_msg_activate();
726 for( bionic &bio : *my_bionics ) {
727 if( bio.id == bio_ears ) {
728 bio.powered = false;
729 add_msg_if_player( m_info, _( "Your %s automatically turns off." ),
730 bio.info().name );
731 }
732 }
733 } else if( bio.id == bio_evap ) {
734 add_msg_activate();
735 const w_point &weatherPoint = get_weather().get_precise();
736 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
737 g->is_sheltered( g->u.pos() ) );
738 // thirst units = 5 mL
739 int water_available = std::lround( humidity * 3.0 / 100.0 );
740 if( water_available == 0 ) {
741 bio.powered = false;
742 add_msg_if_player( m_bad, _( "There is not enough humidity in the air for your %s to function." ),
743 bio.info().name );
744 return false;
745 } else if( water_available == 1 ) {
747 _( "Your %s issues a low humidity warning. Efficiency will be reduced." ),
748 bio.info().name );
749 }
750 } else if( bio.id == bio_tools ) {
751 add_msg_activate();
753 } else if( bio.id == bio_cqb ) {
754 add_msg_activate();
755 const avatar *you = as_avatar();
756 if( you && !martial_arts_data->pick_style( *you ) ) {
757 bio.powered = false;
758 add_msg_if_player( m_info, _( "You change your mind and turn it off." ) );
759 return false;
760 }
761 } else if( bio.id == bio_resonator ) {
762 add_msg_activate();
763 //~Sound of a bionic sonic-resonator shaking the area
764 sounds::sound( pos(), 30, sounds::sound_t::combat, _( "VRRRRMP!" ), false, "bionic",
765 static_cast<std::string>( bio_resonator ) );
766 for( const tripoint &bashpoint : here.points_in_radius( pos(), 1 ) ) {
767 here.bash( bashpoint, 110 );
768 // Multibash effect, so that doors &c will fall
769 here.bash( bashpoint, 110 );
770 here.bash( bashpoint, 110 );
771 }
772
773 mod_moves( -100 );
774 } else if( bio.id == bio_time_freeze ) {
775 if( mounted ) {
776 refund_power();
777 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
778 return false;
779 }
780 add_msg_activate();
781
783 set_power_level( 0_kJ );
784 add_msg_if_player( m_good, _( "Your speed suddenly increases!" ) );
785 if( one_in( 3 ) ) {
786 add_msg_if_player( m_bad, _( "Your muscles tear with the strain." ) );
787 apply_damage( nullptr, bodypart_id( "arm_l" ), rng( 5, 10 ) );
788 apply_damage( nullptr, bodypart_id( "arm_r" ), rng( 5, 10 ) );
789 apply_damage( nullptr, bodypart_id( "leg_l" ), rng( 7, 12 ) );
790 apply_damage( nullptr, bodypart_id( "leg_r" ), rng( 7, 12 ) );
791 apply_damage( nullptr, bodypart_id( "torso" ), rng( 5, 15 ) );
792 }
793 if( one_in( 5 ) ) {
794 add_effect( effect_teleglow, rng( 5_minutes, 40_minutes ) );
795 }
796 } else if( bio.id == bio_teleport ) {
797 if( mounted ) {
798 refund_power();
799 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
800 return false;
801 }
802 add_msg_activate();
803
804 teleport::teleport( *this );
805 add_effect( effect_teleglow, 30_minutes );
806 mod_moves( -100 );
807 } else if( bio.id == bio_blood_anal ) {
808 add_msg_activate();
810 } else if( bio.id == bio_blood_filter ) {
811 add_msg_activate();
812 static const std::vector<efftype_id> removable = {{
820 }
821 };
822
823 for( const auto &eff : removable ) {
824 remove_effect( eff );
825 }
826 // Purging the substance won't remove the fatigue it caused
829 set_painkiller( 0 );
830 set_stim( 0 );
831 mod_moves( -100 );
832 } else if( bio.id == bio_torsionratchet ) {
833 add_msg_activate();
834 add_msg_if_player( m_info, _( "Your torsion ratchet locks onto your joints." ) );
835 } else if( bio.id == bio_jointservo ) {
836 add_msg_activate();
837 add_msg_if_player( m_info, _( "You can now run faster, assisted by joint servomotors." ) );
838 } else if( bio.id == bio_lighter ) {
839 const std::optional<tripoint> pnt = choose_adjacent( _( "Start a fire where?" ) );
840 if( pnt && here.is_flammable( *pnt ) ) {
841 add_msg_activate();
842 here.add_field( *pnt, fd_fire, 1 );
843 mod_moves( -100 );
844 } else {
845 refund_power();
846 add_msg_if_player( m_info, _( "There's nothing to light there." ) );
847 return false;
848 }
849 } else if( bio.id == bio_geiger ) {
850 add_msg_activate();
851 add_msg_if_player( m_info, _( "Your radiation level: %d" ), get_rad() );
852 } else if( bio.id == bio_adrenaline ) {
853 add_msg_activate();
855 add_msg_if_player( m_bad, _( "Safeguards kick in, and the bionic refuses to activate!" ) );
856 refund_power();
857 return false;
858 } else {
859 add_msg_activate();
860 add_effect( effect_adrenaline, 20_minutes );
861 }
862 } else if( bio.id == bio_emp ) {
863 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Create an EMP where?" ) ) ) {
864 add_msg_activate();
866 mod_moves( -100 );
867 } else {
868 refund_power();
869 return false;
870 }
871 } else if( bio.id == bio_hydraulics ) {
872 add_msg_activate();
873 add_msg_if_player( m_good, _( "Your muscles hiss as hydraulic strength fills them!" ) );
874 //~ Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
875 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
876 static_cast<std::string>( bio_hydraulics ) );
877 } else if( bio.id == bio_water_extractor ) {
878 bool no_target = true;
879 bool extracted = false;
880 for( item &it : here.i_at( pos() ) ) {
881 static const auto volume_per_water_charge = 500_ml;
882 if( it.is_corpse() ) {
883 const int avail = it.get_var( "remaining_water", it.volume() / volume_per_water_charge );
884 if( avail > 0 ) {
885 no_target = false;
886 if( query_yn( _( "Extract water from the %s" ),
887 colorize( it.tname(), it.color_in_inventory() ) ) ) {
888 item water( itype_water_clean, calendar::turn, avail );
889 if( liquid_handler::consume_liquid( water ) ) {
890 add_msg_activate();
891 extracted = true;
892 it.set_var( "remaining_water", static_cast<int>( water.charges ) );
893 }
894 break;
895 }
896 }
897 }
898 }
899 if( no_target ) {
900 add_msg_if_player( m_bad, _( "There is no suitable corpse on this tile." ) );
901 }
902 if( !extracted ) {
903 refund_power();
904 return false;
905 }
906 } else if( bio.id == bio_magnet ) {
907 add_msg_activate();
908 static const std::set<material_id> affected_materials =
909 { material_id( "iron" ), material_id( "steel" ) };
910 // Remember all items that will be affected, then affect them
911 // Don't "snowball" by affecting some items multiple times
912 std::vector<std::pair<item, tripoint>> affected;
913 const units::mass weight_cap = weight_capacity();
914 for( const tripoint &p : here.points_in_radius( pos(), 10 ) ) {
915 if( p == pos() || !here.has_items( p ) || here.has_flag( flag_SEALED, p ) ) {
916 continue;
917 }
918
919 map_stack stack = here.i_at( p );
920 for( auto it = stack.begin(); it != stack.end(); it++ ) {
921 if( it->weight() < weight_cap &&
922 it->made_of_any( affected_materials ) ) {
923 affected.emplace_back( std::make_pair( *it, p ) );
924 stack.erase( it );
925 break;
926 }
927 }
928 }
929
930 for( const std::pair<item, tripoint> &pr : affected ) {
931 projectile proj;
932 proj.speed = 50;
933 proj.impact = damage_instance::physical( pr.first.weight() / 250_gram, 0, 0, 0 );
934 // make the projectile stop one tile short to prevent hitting the player
935 proj.range = rl_dist( pr.second, pos() ) - 1;
936 static const std::set<ammo_effect_str_id> ammo_effects = {{
937 ammo_effect_str_id( "NO_ITEM_DAMAGE" ),
938 ammo_effect_str_id( "DRAW_AS_LINE" ),
939 ammo_effect_str_id( "NO_DAMAGE_SCALING" ),
940 ammo_effect_str_id( "JET" ),
941 }
942 };
943 for( const auto &eff : ammo_effects ) {
944 proj.add_effect( eff );
945 }
946
948 proj, pr.second, pos(), dispersion_sources{ 0 }, this );
949 here.add_item_or_charges( dealt.end_point, pr.first );
950 }
951
952 mod_moves( -100 );
953 } else if( bio.id == bio_lockpick ) {
954 bool used = false;
955 bool tried_lockpick = false;
956 const std::optional<tripoint> pnt = choose_adjacent( _( "Use your lockpick where?" ) );
957 std::string open_message;
958 if( pnt ) {
959 tried_lockpick = true;
960 ter_id ter_type = g->m.ter( *pnt );
961 furn_id furn_type = g->m.furn( *pnt );
962 lockpicking_open_result lr = get_lockpicking_open_result( ter_type, furn_type );
963 ter_id new_ter_type = lr.new_ter_type;
964 furn_id new_furn_type = lr.new_furn_type;
965 open_message = lr.open_message;
966
967 if( new_ter_type != t_null || new_furn_type != f_null ) {
968 g->m.has_furn( *pnt ) ?
969 g->m.furn_set( *pnt, new_furn_type ) :
970 static_cast<void>( g->m.ter_set( *pnt, new_ter_type ) );
971 used = true;
972 }
973 }
974
975 if( used ) {
976 add_msg_activate();
977 add_msg_if_player( m_good, open_message );
978 mod_moves( -100 );
979 } else {
980 refund_power();
981 if( tried_lockpick ) {
982 add_msg_if_player( m_info, _( "There is nothing to lockpick nearby." ) );
983 }
984 return false;
985 }
986 } else if( bio.id == bio_flashbang ) {
987 add_msg_activate();
988 explosion_handler::flashbang( pos(), true, "explosion" );
989 mod_moves( -100 );
990 } else if( bio.id == bio_shockwave ) {
991 add_msg_activate();
992
994 sw.affects_player = false;
995 sw.radius = 3;
996 sw.force = 4;
997 sw.stun = 2;
998 sw.dam_mult = 8;
999 // affects_player is always false, so assuming the player is always the source of this
1000 explosion_handler::shockwave( pos(), sw, "explosion", &get_player_character() );
1001 add_msg_if_player( m_neutral, _( "You unleash a powerful shockwave!" ) );
1002 mod_moves( -100 );
1003 } else if( bio.id == bio_meteorologist ) {
1005 add_msg_activate();
1006 // Calculate local wind power
1007 int vehwindspeed = 0;
1008 if( optional_vpart_position vp = here.veh_at( pos() ) ) {
1009 // vehicle velocity in mph
1010 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1011 }
1012 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
1013 /* cache g->get_temperature( player location ) since it is used twice. No reason to recalc */
1014 const auto player_local_temp = weather.get_temperature( g->u.pos() );
1015 /* windpower defined in internal velocity units (=.01 mph) */
1016 double windpower = 100.0f * get_local_windpower( weather.windspeed + vehwindspeed,
1017 cur_om_ter, pos(), weather.winddirection, g->is_sheltered( pos() ) );
1018 add_msg_if_player( m_info, _( "Temperature: %s." ), print_temperature( player_local_temp ) );
1019 add_msg_if_player( m_info, _( "Relative Humidity: %s." ),
1021 get_local_humidity( weatherPoint.humidity, weather.weather_id,
1022 g->is_sheltered( g->u.pos() ) ) ) );
1023 add_msg_if_player( m_info, _( "Pressure: %s." ),
1024 print_pressure( static_cast<int>( weatherPoint.pressure ) ) );
1025 add_msg_if_player( m_info, _( "Wind Speed: %.1f %s." ),
1026 convert_velocity( static_cast<int>( windpower ), VU_WIND ),
1028 add_msg_if_player( m_info, _( "Feels Like: %s." ),
1031 weatherPoint.humidity,
1032 windpower / 100 ) + player_local_temp ) );
1033 std::string dirstring = get_dirstring( weather.winddirection );
1034 add_msg_if_player( m_info, _( "Wind Direction: From the %s." ), dirstring );
1035 } else if( bio.id == bio_remote ) {
1036 add_msg_activate();
1037 int choice = uilist( _( "Perform which function:" ), {
1038 _( "Control vehicle" ), _( "RC radio" )
1039 } );
1040 if( choice >= 0 && choice <= 1 ) {
1041 item ctr;
1042 if( choice == 0 ) {
1043 ctr = item( "remotevehcontrol", calendar::start_of_cataclysm );
1044 } else {
1045 ctr = item( "radiocontrol", calendar::start_of_cataclysm );
1046 }
1048 int power_use = invoke_item( &ctr );
1049 mod_power_level( units::from_kilojoule( -power_use ) );
1050 bio.powered = ctr.active;
1051 } else {
1052 bio.powered = g->remoteveh() != nullptr || !get_value( "remote_controlling" ).empty();
1053 }
1054 } else if( bio.info().is_remote_fueled ) {
1055 std::vector<item *> cables = items_with( []( const item & it ) {
1056 return it.has_flag( flag_CABLE_SPOOL );
1057 } );
1058 bool has_cable = !cables.empty();
1059 bool free_cable = false;
1060 bool success = false;
1061 if( !has_cable ) {
1063 _( "You need a jumper cable connected to a power source to drain power from it." ) );
1064 } else {
1065 for( item *cable : cables ) {
1066 const std::string state = cable->get_var( "state" );
1067 if( state == "cable_charger" ) {
1069 _( "Cable is plugged-in to the CBM but it has to be also connected to the power source." ) );
1070 }
1071 if( state == "cable_charger_link" ) {
1072 add_msg_activate();
1073 success = true;
1075 _( "You are plugged to the vehicle. It will charge you if it has some juice in it." ) );
1076 }
1077 if( state == "solar_pack_link" ) {
1078 add_msg_activate();
1079 success = true;
1081 _( "You are plugged to a solar pack. It will charge you if it's unfolded and in sunlight." ) );
1082 }
1083 if( state == "UPS_link" ) {
1084 add_msg_activate();
1085 success = true;
1087 _( "You are plugged to a UPS. It will charge you if it has some juice in it." ) );
1088 }
1089 if( state == "solar_pack" || state == "UPS" ) {
1091 _( "You have a cable plugged to a portable power source, but you need to plug it in to the CBM." ) );
1092 }
1093 if( state == "pay_out_cable" ) {
1095 _( "You have a cable plugged to a vehicle, but you need to plug it in to the CBM." ) );
1096 }
1097 if( state == "attach_first" ) {
1098 free_cable = true;
1099 }
1100 }
1101
1102 if( free_cable ) {
1104 _( "You have at least one free cable in your inventory that you could use to plug yourself in." ) );
1105 }
1106 }
1107 if( !success ) {
1108 refund_power();
1109 bio.powered = false;
1110 return false;
1111 }
1112
1113 } else if( bio.id == bio_probability_travel ) {
1114 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Tunnel in which direction?" ) ) ) {
1115 if( g->m.impassable( *pnt ) ) {
1116 add_msg_activate();
1117 g->phasing_move( *pnt );
1118 } else {
1119 refund_power();
1120 add_msg_if_player( m_info, _( "There's nothing to phase through there." ) );
1121 return false;
1122 }
1123 } else {
1124 refund_power();
1125 return false;
1126 }
1127 } else {
1128 add_msg_activate();
1129 }
1130
1131 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1133 reset();
1134
1135 // Also reset crafting inventory cache if this bionic spawned a fake item
1136 if( !bio.info().fake_item.is_empty() ) {
1138 }
1139
1140 return true;
1141}
std::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:979
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
dealt_projectile_attack projectile_attack(const projectile &proj_arg, const tripoint &source, const tripoint &target_arg, const dispersion_sources &dispersion, Creature *origin, const vehicle *in_veh)
Fires a projectile at the target point from the source point with total_dispersion dispersion.
Definition: ballistics.cpp:201
static const flag_str_id flag_BIONIC_WEAPON("BIONIC_WEAPON")
static const bionic_id bio_cqb("bio_cqb")
static const bionic_id bio_geiger("bio_geiger")
static const itype_id itype_water_clean("water_clean")
static const efftype_id effect_bloodworms("bloodworms")
static const flag_str_id flag_BIONIC_GUN("BIONIC_GUN")
static const efftype_id effect_weed_high("weed_high")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill_l("pkill_l")
static const efftype_id effect_took_prozac("took_prozac")
static const efftype_id effect_datura("datura")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_badpoison("badpoison")
static const efftype_id effect_dermatik("dermatik")
static const std::string flag_NO_UNWIELD("NO_UNWIELD")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_adrenaline("adrenaline")
static void force_comedown(effect &eff)
Definition: bionics.cpp:447
static const bionic_id bio_evap("bio_evap")
static const efftype_id effect_took_flumed("took_flumed")
static const efftype_id effect_hallu("hallu")
static const efftype_id effect_pblue("pblue")
static const bionic_id bio_water_extractor("bio_water_extractor")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_cocaine_high("cocaine_high")
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_magnet("bio_magnet")
static const efftype_id effect_meth("meth")
static const bionic_id bio_flashbang("bio_flashbang")
static const bionic_id bio_time_freeze("bio_time_freeze")
static const bionic_id bio_meteorologist("bio_meteorologist")
static const std::string flag_CABLE_SPOOL("CABLE_SPOOL")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_shockwave("bio_shockwave")
static const bionic_id bio_emp("bio_emp")
static const bionic_id bio_remote("bio_remote")
static const efftype_id effect_stung("stung")
static const std::string flag_SEALED("SEALED")
static const flag_str_id flag_BIONIC_TOGGLED("BIONIC_TOGGLED")
static const efftype_id effect_cig("cig")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_earplugs("bio_earplugs")
static const bionic_id bio_adrenaline("bio_adrenaline")
static const bionic_id bio_lockpick("bio_lockpick")
static const bionic_id bio_blood_anal("bio_blood_anal")
static const bionic_id bio_probability_travel("bio_probability_travel")
static const bionic_id bio_teleport("bio_teleport")
static const efftype_id effect_poison("poison")
static const bionic_id bio_resonator("bio_resonator")
static const bionic_id bio_blood_filter("bio_blood_filter")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_took_xanax("took_xanax")
static const efftype_id effect_pkill3("pkill3")
static const efftype_id effect_took_prozac_bad("took_prozac_bad")
static const bionic_id bio_torsionratchet("bio_torsionratchet")
static const efftype_id effect_iodine("iodine")
static const bionic_id bio_jointservo("bio_jointservo")
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
Character & get_player_character()
Definition: character.cpp:394
units::mass weight_capacity() const override
Definition: character.cpp:2613
void conduct_blood_analysis() const
Definition: character.cpp:1950
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1913
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:571
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1581
bool query_yn(const char *const msg, Args &&... args) const
It is supposed to hide the query_yn to simplify player vs.
Definition: character.h:1489
pimpl< bionic_collection > my_bionics
Definition: character.h:1580
virtual bool invoke_item(item *, const tripoint &pt)
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: character.cpp:7207
bool burn_fuel(bionic &bio, bool start=false)
Convert fuel to bionic power.
Definition: bionics.cpp:1232
void set_power_level(const units::energy &npower)
Definition: character.cpp:1903
void set_painkiller(int npkill)
Sets intensity of painkillers
Definition: character.cpp:9768
bool is_mounted() const
Definition: character.cpp:1072
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8379
bool enough_power_for(const bionic_id &bid) const
Definition: character.cpp:1945
item & primary_weapon()
Legacy code hack, don't use.
Definition: melee.cpp:154
void recalculate_enchantment_cache()
Definition: character.cpp:7834
int get_rad() const
Definition: character.cpp:7051
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
virtual bool dispose_item(item_location &&obj, const std::string &prompt=std::string())
Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.
Definition: character.cpp:7246
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3631
void reset_encumbrance()
Recalculates encumbrance cache.
Definition: character.cpp:3652
units::energy get_power_level() const
Definition: character.cpp:1893
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6252
void invalidate_crafting_inventory()
Definition: crafting.cpp:598
std::string get_value(const std::string &key) const
Definition: creature.cpp:1361
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1186
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1143
void mod_moves(int nmoves)
Definition: creature.cpp:1428
const effect & get_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Return the effect that matches the given arguments exactly.
Definition: creature.cpp:1226
virtual bool has_flag(const m_flag) const
Definition: creature.h:487
virtual avatar * as_avatar()
Definition: creature.h:128
Definition: avatar.h:55
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
bool active
Definition: item.h:2239
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
int charges
Definition: item.h:2201
bool has_flag(const std::string &flag) const
Definition: item.cpp:5303
char invlet
Definition: item.h:2238
Definition: map.h:105
iterator erase(const_iterator it) override
Definition: map.cpp:153
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3622
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2374
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5506
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8732
map_stack i_at(const tripoint &p)
Definition: map.cpp:4187
bool is_flammable(const tripoint &p)
Returns true if there is a flammable item or field or the furn/terrain is flammable at p.
Definition: map.cpp:2703
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1073
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4868
Simple wrapper to forward functions that may return a std::optional to vpart_position.
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool is_empty() const
Returns whether this id is empty.
Definition: string_id.h:298
uilist: scrolling vertical list menu
Definition: ui.h:187
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
const w_point & get_precise() const
Definition: weather.h:218
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
@ m_good
Definition: enums.h:260
@ m_mixed
Definition: enums.h:262
field_type_id fd_fire
Definition: field_type.cpp:345
double get_local_windpower(double windpower, const oter_id &omter, const tripoint &location, const int &winddirection, bool sheltered)
Definition: weather.cpp:938
int get_local_humidity(double humidity, const weather_type_id &weather, bool sheltered)
Definition: weather.cpp:924
std::string print_temperature(double fahrenheit, int decimals)
Print temperature (and convert to Celsius if Celsius display is enabled.)
Definition: weather.cpp:717
std::string get_dirstring(int angle)
Definition: weather.cpp:874
weather_manager & get_weather()
Definition: weather.cpp:64
std::string print_pressure(double pressure, int decimals)
Print pressure (no conversions.)
Definition: weather.cpp:752
std::string print_humidity(double humidity, int decimals)
Print relative humidity (no conversions.)
Definition: weather.cpp:743
int get_local_windchill(double temperature_f, double humidity, double wind_mph)
Definition: weather.cpp:797
string_id< ammo_effect > ammo_effect_str_id
Definition: map.cpp:104
lockpicking_open_result get_lockpicking_open_result(ter_id ter_type, furn_id furn_type)
Gets lockpicked object and message.
Definition: mapdata.cpp:1062
ter_id t_null
Definition: mapdata.cpp:625
furn_id f_null
Definition: mapdata.cpp:1097
void add_msg(std::string msg)
Definition: messages.cpp:910
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void fire_ranged_bionic(avatar &you, const item &fake_gun, const units::energy &cost_per_shot)
Stores fake gun specified by the bionic and starts interactive aiming.
@ success
Definition: behavior.h:20
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
time_point turn
Definition: calendar.cpp:36
void shockwave(const tripoint &p, const shockwave_data &sw, const std::string &exp_name, Creature *source)
Shockwave applies knockback with given parameters to all targets within radius of p.
Definition: explosion.cpp:1612
void flashbang(const tripoint &p, bool player_immune, const std::string &exp_name)
Triggers a flashbang explosion at p.
Definition: explosion.cpp:1552
void emp_blast(const tripoint &p)
Triggers an EMP blast at p.
Definition: explosion.cpp:1671
bool consume_liquid(item &liquid, const int radius)
Consume / handle as much of the liquid as possible in varying ways.
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
bool teleport(Creature &critter, int min_distance=2, int max_distance=12, bool safe=false, bool add_teleglow=true)
Teleports a creature to a tile within min_distance and max_distance tiles.
Definition: teleport.cpp:24
constexpr value_type to_fahrenheit(const quantity< value_type, temperature_in_millidegree_celsius_tag > &v)
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
overmapbuffer overmap_buffer
bool one_in(int chance)
Definition: rng.cpp:65
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
std::vector< enchantment_id > enchantments
bionic enchantments
Definition: bionics.h:113
itype_id fake_item
Fake item created for crafting with this bionic available.
Definition: bionics.h:105
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37
int charge_time
How often a bionic draws or produces power while active in turns.
Definition: bionics.h:47
bool is_remote_fueled
This bionic draws power through a cable.
Definition: bionics.h:65
bool has_flag(const flag_str_id &flag) const
Definition: bionics.cpp:244
itype_id ammo_loaded
Definition: bionics.h:161
bool is_auto_start_keep_full() const
Definition: bionics.cpp:2865
bionic_id id
Definition: bionics.h:156
unsigned int ammo_count
Definition: bionics.h:163
bool powered
Definition: bionics.h:159
static damage_instance physical(float bash, float cut, float stab, float arpen=0.0f)
Definition: damage.cpp:27
std::string open_message
Definition: mapdata.h:165
void add_effect(const ammo_effect_str_id &id)
Definition: projectile.h:58
damage_instance impact
Definition: projectile.h:21
bool affects_player
Definition: explosion.h:30
units::temperature temperature
Definition: weather_gen.h:16
double humidity
Definition: weather_gen.h:17
double pressure
Definition: weather_gen.h:18
string_id< material_type > material_id
Definition: type_id.h:95
double convert_velocity(int velocity, const units_type vel_units)
Convert internal velocity units to units defined by user.
const char * velocity_units(const units_type vel_units)
Create a units label for a velocity value.
@ VU_WIND
Definition: units_utility.h:15

References _, item::active, sounds::activity, projectile::add_effect(), Creature::add_effect(), map::add_field(), map::add_item_or_charges(), add_msg(), Creature::add_msg_if_player(), shockwave_data::affects_player, bionic::ammo_count, bionic::ammo_loaded, item::ammo_set(), apply_damage(), Creature::as_avatar(), map::bash(), item_stack::begin(), bio_adrenaline, bio_blood_anal, bio_blood_filter, bio_cqb, bio_earplugs, bio_ears, bio_emp, bio_evap, bio_flashbang, bio_geiger, bio_hydraulics, bio_jointservo, bio_lighter, bio_lockpick, bio_magnet, bio_meteorologist, bio_probability_travel, bio_remote, bio_resonator, bio_shockwave, bio_teleport, bio_time_freeze, bio_tools, bio_torsionratchet, bio_water_extractor, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, item::charges, choose_adjacent(), colorize(), sounds::combat, conduct_blood_analysis(), liquid_handler::consume_liquid(), convert_velocity(), shockwave_data::dam_mult, disp_name(), dispose_item(), effect_adrenaline, effect_badpoison, effect_bloodworms, effect_cig, effect_cocaine_high, effect_datura, effect_dermatik, effect_drunk, effect_fungus, effect_hallu, effect_iodine, effect_meth, effect_pblue, effect_pkill1, effect_pkill2, effect_pkill3, effect_pkill_l, effect_poison, effect_stung, effect_teleglow, effect_took_flumed, effect_took_prozac, effect_took_prozac_bad, effect_took_xanax, effect_visuals, effect_weed_high, explosion_handler::emp_blast(), bionic_data::enchantments, item_stack::end(), dealt_projectile_attack::end_point, enough_power_for(), map_stack::erase(), f_null, bionic_data::fake_item, fd_fire, avatar_action::fire_ranged_bionic(), avatar_action::fire_wielded_weapon(), flag_BIONIC_GUN, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, flag_CABLE_SPOOL(), flag_NO_UNWIELD(), flag_SEALED(), explosion_handler::flashbang(), shockwave_data::force, force_comedown(), units::from_kilojoule(), g, get_dirstring(), Creature::get_effect(), get_local_humidity(), get_local_windchill(), get_local_windpower(), get_lockpicking_open_result(), get_map(), get_player_character(), get_power_level(), weather_manager::get_precise(), get_rad(), Creature::get_value(), get_weather(), global_omt_location(), has_active_bionic(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), item::has_flag(), map::has_flag(), map::has_items(), w_point::humidity, map::i_at(), bionic::id, projectile::impact, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), item::invlet, invoke_item(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), map::is_flammable(), is_mounted(), bionic_data::is_remote_fueled, visitable< Character >::items_with(), itype_water_clean, m_bad, m_good, m_info, m_mixed, m_neutral, martial_arts_data, Creature::mod_moves(), mod_power_level(), my_bionics, bionic_data::name, lockpicking_open_result::new_furn_type, lockpicking_open_result::new_ter_type, one_in(), lockpicking_open_result::open_message, overmap_buffer, damage_instance::physical(), map::points_in_radius(), pos(), bionic_data::power_activate, bionic::powered, w_point::pressure, primary_weapon(), print_humidity(), print_pressure(), print_temperature(), projectile_attack(), query_yn(), shockwave_data::radius, projectile::range, recalculate_enchantment_cache(), Creature::remove_effect(), reset(), reset_encumbrance(), rl_dist(), rng(), sees(), set_painkiller(), set_power_level(), set_stim(), explosion_handler::shockwave(), sounds::sound(), projectile::speed, calendar::start_of_cataclysm, string_format(), shockwave_data::stun, behavior::success, t_null, teleport::teleport(), w_point::temperature, overmapbuffer::ter(), units::to_fahrenheit(), units::to_kilojoule(), calendar::turn, map::veh_at(), velocity_units(), VU_WIND, and weight_capacity().

Referenced by npc::activate_bionic_by_id(), add_bionic(), show_bionics_ui(), and npc::use_bionic_by_id().

◆ activate_mutation()

void Character::activate_mutation ( const trait_id mutation)

Definition at line 468 of file mutation.cpp.

469{
470 const mutation_branch &mdata = mut.obj();
471 char_trait_data &tdata = my_mutations[mut];
472 // You can take yourself halfway to Near Death levels of hunger/thirst.
473 // Fatigue can go to Exhausted.
474 if( !can_use_mutation_warn( mut, *this ) ) {
475 return;
476 }
478 tdata.powered = true;
479
480 if( !mut->enchantments.empty() ) {
482 }
483
484 if( mdata.transform ) {
485 const cata::value_ptr<mut_transform> trans = mdata.transform;
486 mod_moves( - trans->moves );
487 switch_mutations( mut, trans->target, trans->active );
488 return;
489 }
490
491 if( mut == trait_WEB_WEAVER ) {
492 g->m.add_field( pos(), fd_web, 1 );
493 add_msg_if_player( _( "You start spinning web with your spinnerets!" ) );
494 } else if( mut == trait_BURROW ) {
495 tdata.powered = false;
496 item burrowing_item( itype_id( "fake_burrowing" ) );
497 invoke_item( &burrowing_item );
498 return; // handled when the activity finishes
499 } else if( mut == trait_SLIMESPAWNER ) {
500 monster *const slime = g->place_critter_around( mtype_id( "mon_player_blob" ), pos(), 1 );
501 if( !slime ) {
502 // Oops, no room to divide!
503 add_msg_if_player( m_bad, _( "You focus, but are too hemmed in to birth a new slimespring!" ) );
504 tdata.powered = false;
505 return;
506 }
508 _( "You focus, and with a pleasant splitting feeling, birth a new slimespring!" ) );
509 slime->friendly = -1;
510 if( one_in( 3 ) ) {
512 //~ Usual enthusiastic slimespring small voices! :D
513 _( "wow! you look just like me! we should look out for each other!" ) );
514 } else if( one_in( 2 ) ) {
515 //~ Usual enthusiastic slimespring small voices! :D
516 add_msg_if_player( m_good, _( "come on, big me, let's go!" ) );
517 } else {
518 //~ Usual enthusiastic slimespring small voices! :D
519 add_msg_if_player( m_good, _( "we're a team, we've got this!" ) );
520 }
521 tdata.powered = false;
522 return;
523 } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) {
524 vomit();
525 tdata.powered = false;
526 return;
527 } else if( mut == trait_M_FERTILE ) {
528 spores();
529 tdata.powered = false;
530 return;
531 } else if( mut == trait_M_BLOOM ) {
532 blossoms();
533 tdata.powered = false;
534 return;
535 } else if( mut == trait_M_PROVENANCE ) {
536 spores(); // double trouble!
537 blossoms();
538 tdata.powered = false;
539 return;
540 } else if( mut == trait_SELFAWARE ) {
541 print_health();
542 tdata.powered = false;
543 return;
544 } else if( mut == trait_TREE_COMMUNION ) {
545 tdata.powered = false;
546 if( !overmap_buffer.ter( global_omt_location() ).obj().is_wooded() ) {
547 add_msg_if_player( m_info, _( "You can only do that in a wooded area." ) );
548 return;
549 }
550 // Check for adjacent trees.
551 bool adjacent_tree = false;
552 for( const tripoint &p2 : g->m.points_in_radius( pos(), 1 ) ) {
553 if( g->m.has_flag( "TREE", p2 ) ) {
554 adjacent_tree = true;
555 }
556 }
557 if( !adjacent_tree ) {
558 add_msg_if_player( m_info, _( "You can only do that next to a tree." ) );
559 return;
560 }
561
563 add_msg_if_player( _( "You reach out to the trees with your roots." ) );
564 } else {
566 _( "You lay next to the trees letting your hair roots tangle with the trees." ) );
567 }
568
570
572 const time_duration startup_time = has_trait( trait_ROOTS3 ) ? rng( 15_minutes,
573 30_minutes ) : rng( 60_minutes, 90_minutes );
574 activity.values.push_back( to_turns<int>( startup_time ) );
575 return;
576 } else {
577 const time_duration startup_time = rng( 120_minutes, 180_minutes );
578 activity.values.push_back( to_turns<int>( startup_time ) );
579 return;
580 }
581 } else if( !mdata.spawn_item.is_empty() ) {
582 item tmpitem( mdata.spawn_item );
583 i_add_or_drop( tmpitem );
585 tdata.powered = false;
586 return;
587 } else if( !mdata.ranged_mutation.is_empty() ) {
590 tdata.powered = false;
591 return;
592 }
593}
mutation_collection my_mutations
Traits / mutations of the character.
Definition: character.h:2150
player_activity activity
Definition: character.h:1570
void vomit()
Handles Character vomiting effects.
Definition: character.cpp:7675
void print_health() const
Definition: character.cpp:4204
void blossoms()
Definition: character.cpp:8767
void switch_mutations(const trait_id &switched, const trait_id &target, bool start_powered)
Unset switched mutation and set target mutation instead.
Definition: mutation.cpp:182
void spores()
Definition: character.cpp:8753
bool i_add_or_drop(item &it, int qty=1)
Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.
Definition: character.cpp:2395
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1698
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9166
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
int friendly
Definition: monster.h:470
std::vector< int > values
A duration defined as a number of specific time units.
Definition: calendar.h:180
field_type_id fd_web
Definition: field_type.cpp:340
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_M_FERTILE("M_FERTILE")
static const trait_id trait_BURROW("BURROW")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const trait_id trait_ROOTS2("ROOTS2")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1687
static const trait_id trait_M_BLOOM("M_BLOOM")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_SELFAWARE("SELFAWARE")
static const trait_id trait_NAUSEA("NAUSEA")
static const trait_id trait_M_PROVENANCE("M_PROVENANCE")
static const trait_id trait_TREE_COMMUNION("TREE_COMMUNION")
static const trait_id trait_ROOTS3("ROOTS3")
void fire_ranged_mutation(avatar &you, const item &fake_gun)
Stores fake gun specified by the mutation and starts interactive aiming.
bool powered
Whether the mutation is activated.
Definition: character.h:210
std::string ranged_mutation_message() const
std::string spawn_item_message() const
cata::value_ptr< mut_transform > transform
Definition: mutation.h:153
itype_id spawn_item
The item, if any, spawned by the mutation.
Definition: mutation.h:205
itype_id ranged_mutation
The fake gun, if any, spawned and fired by the ranged mutation.
Definition: mutation.h:243

References _, ACT_TREE_COMMUNION, activity, Creature::add_msg_if_player(), assign_activity(), blossoms(), can_use_mutation_warn(), mutation_branch::enchantments, fd_web, avatar_action::fire_ranged_mutation(), monster::friendly, g, global_omt_location(), has_trait(), i_add_or_drop(), invoke_item(), string_id< T >::is_empty(), itype_id, m_bad, m_good, m_info, Creature::mod_moves(), mtype_id, mutation_spend_resources(), my_mutations, string_id< T >::obj(), one_in(), overmap_buffer, pos(), char_trait_data::powered, print_health(), mutation_branch::ranged_mutation, mutation_branch::ranged_mutation_message(), recalculate_enchantment_cache(), rng(), mutation_branch::spawn_item, mutation_branch::spawn_item_message(), spores(), switch_mutations(), overmapbuffer::ter(), trait_BURROW, trait_M_BLOOM, trait_M_FERTILE, trait_M_PROVENANCE, trait_NAUSEA, trait_ROOTS2, trait_ROOTS3, trait_SELFAWARE, trait_SLIMESPAWNER, trait_TREE_COMMUNION, trait_VOMITOUS, trait_WEB_WEAVER, mutation_branch::transform, player_activity::values, and vomit().

Referenced by show_mutations_ui(), and detail::show_mutations_ui_internal().

◆ active_light()

float Character::active_light ( ) const

Returns character luminosity based on the brightest active item they are carrying.

Definition at line 6293 of file character.cpp.

6294{
6295 float lumination = 0;
6296
6297 int maxlum = 0;
6298 has_item_with( [&maxlum]( const item & it ) {
6299 const int lumit = it.getlight_emit();
6300 if( maxlum < lumit ) {
6301 maxlum = lumit;
6302 }
6303 return false; // continue search, otherwise has_item_with would cancel the search
6304 } );
6305
6306 lumination = static_cast<float>( maxlum );
6307
6308 float mut_lum = 0.0f;
6309 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
6310 if( mut.second.powered ) {
6311 float curr_lum = 0.0f;
6312 for( const auto elem : mut.first->lumination ) {
6313 int coverage = 0;
6314 for( const item &i : worn ) {
6315 if( i.covers( elem.first ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
6316 !i.has_flag( flag_SEMITANGIBLE ) &&
6317 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
6318 coverage += i.get_coverage();
6319 }
6320 }
6321 curr_lum += elem.second * ( 1 - ( coverage / 100.0f ) );
6322 }
6323 mut_lum += curr_lum;
6324 }
6325 }
6326
6327 lumination = std::max( lumination, mut_lum );
6328
6329 if( lumination < 60 && has_active_bionic( bio_flashlight ) ) {
6330 lumination = 60;
6331 } else if( lumination < 25 && has_artifact_with( AEP_GLOW ) ) {
6332 lumination = 25;
6333 } else if( lumination < 5 && ( has_effect( effect_glowing ) ||
6335 has_effect( effect_glowy_led ) ) ) ) {
6336 lumination = 5;
6337 }
6338 return lumination;
6339}
static const efftype_id effect_glowy_led("glowy_led")
static const bionic_id bio_flashlight("bio_flashlight")
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const efftype_id effect_glowing("glowing")
static const std::string flag_AURA("AURA")
static const bionic_id bio_tattoo_led("bio_tattoo_led")
static const std::string flag_PERSONAL("PERSONAL")
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3199
int getlight_emit() const
How much light (see lightmap.cpp) the item emits (it's assumed to be circular).
Definition: item.cpp:8385
bool has_item_with(const std::function< bool(const item &)> &filter) const
Returns true if any item (including those within a container) matches the filter.
Definition: visitable.cpp:104
@ AEP_GLOW
Definition: enums.h:115

References AEP_GLOW, bio_flashlight, bio_tattoo_led, effect_glowing, effect_glowy_led, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), item::getlight_emit(), has_active_bionic(), has_artifact_with(), Creature::has_effect(), visitable< Character >::has_item_with(), my_mutations, and worn.

Referenced by map::apply_character_light(), and character_funcs::fine_detail_vision_mod().

◆ add_addiction()

void Character::add_addiction ( add_type  type,
int  strength 
)

Adds an addiction to the player.

Definition at line 1865 of file suffer.cpp.

1866{
1867 if( type == add_type::NONE ) {
1868 return;
1869 }
1870 time_duration timer = 2_hours;
1871 if( has_trait( trait_ADDICTIVE ) ) {
1872 strength *= 2;
1873 timer = 1_hours;
1874 } else if( has_trait( trait_NONADDICTIVE ) ) {
1875 strength /= 2;
1876 timer = 6_hours;
1877 }
1878 //Update existing addiction
1879 for( auto &i : addictions ) {
1880 if( i.type != type ) {
1881 continue;
1882 }
1883
1884 if( i.sated < 0_turns ) {
1885 i.sated = timer;
1886 } else if( i.sated < 10_minutes ) {
1887 // TODO: Make this variable?
1888 i.sated += timer;
1889 } else {
1890 i.sated += timer / 2;
1891 }
1892 if( i.intensity < MAX_ADDICTION_LEVEL && strength > i.intensity * rng( 2, 5 ) ) {
1893 i.intensity++;
1894 }
1895
1896 add_msg( m_debug, "Updating addiction: %d intensity, %d sated",
1897 i.intensity, to_turns<int>( i.sated ) );
1898
1899 return;
1900 }
1901
1902 // Add a new addiction
1903 const int roll = rng( 0, 100 );
1904 add_msg( m_debug, "Addiction: roll %d vs strength %d", roll, strength );
1905 if( roll < strength ) {
1906 const std::string &type_name = addiction_type_name( type );
1907 add_msg( m_debug, "%s got addicted to %s", disp_name(), type_name );
1908 addictions.emplace_back( type, 1 );
1909 g->events().send<event_type::gains_addiction>( getID(), type );
1910 }
1911}
std::string addiction_type_name(add_type const cur)
Returns the name of an addiction.
Definition: addiction.cpp:253
constexpr int MAX_ADDICTION_LEVEL
Definition: addiction.h:14
std::vector< addiction > addictions
Definition: character.h:1600
character_id getID() const
Definition: character.cpp:485
@ m_debug
Definition: enums.h:271
static const trait_id trait_NONADDICTIVE("NONADDICTIVE")
static const trait_id trait_ADDICTIVE("ADDICTIVE")

References add_msg(), addiction_type_name(), addictions, disp_name(), g, gains_addiction, getID(), has_trait(), m_debug, MAX_ADDICTION_LEVEL, NONE, rng(), trait_ADDICTIVE, trait_NONADDICTIVE, and type.

Referenced by iexamine::flower_poppy(), marloss_common(), and modify_addiction().

◆ add_bionic()

void Character::add_bionic ( const bionic_id b)

Adds a bionic to my_bionics[].

Definition at line 2634 of file bionics.cpp.

2635{
2636 if( has_bionic( b ) ) {
2637 debugmsg( "Tried to install bionic %s that is already installed!", b.c_str() );
2638 return;
2639 }
2640
2641 const units::energy pow_up = b->capacity;
2642 mod_max_power_level( pow_up );
2644 add_msg_if_player( m_good, _( "Increased storage capacity by %i." ),
2645 units::to_kilojoule( pow_up ) );
2646 // Power Storage CBMs are not real bionic units, so return without adding it to my_bionics
2647 return;
2648 }
2649
2650 my_bionics->push_back( bionic( b, get_free_invlet( *my_bionics ) ) );
2651 if( b == bio_tools || b == bio_ears ) {
2652 activate_bionic( my_bionics->back() );
2653 }
2654
2655 for( const bionic_id &inc_bid : b->included_bionics ) {
2656 add_bionic( inc_bid );
2657 }
2658
2659 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2660 const spell_id learned_spell = spell_pair.first;
2661 if( learned_spell->spell_class != trait_id( "NONE" ) ) {
2662 const trait_id spell_class = learned_spell->spell_class;
2663 // spells you learn from a bionic overwrite the opposite spell class.
2664 // for best UX, include those spell classes in "canceled_mutations"
2665 if( !has_trait( spell_class ) ) {
2666 set_mutation( spell_class );
2667 on_mutation_gain( spell_class );
2668 add_msg_if_player( spell_class->desc() );
2669 }
2670 }
2671 if( !magic->knows_spell( learned_spell ) ) {
2672 magic->learn_spell( learned_spell, *this, true );
2673 }
2674 spell &known_spell = magic->get_spell( learned_spell );
2675 // spells you learn from installing a bionic upgrade spells you know if they are the same
2676 if( known_spell.get_level() < spell_pair.second ) {
2677 known_spell.set_level( spell_pair.second );
2678 }
2679 }
2680
2683 if( !b->enchantments.empty() ) {
2685 }
2686}
static const bionic_id bio_power_storage("bio_power_storage")
static const bionic_id bio_power_storage_mkII("bio_power_storage_mkII")
char get_free_invlet(bionic_collection &bionics)
Definition: bionics_ui.cpp:177
void mod_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1925
bool activate_bionic(bionic &bio, bool eff_only=false)
Handles bionic activation effects of the entered bionic, returns if anything activated.
Definition: bionics.cpp:625
void on_mutation_gain(const trait_id &mid)
Called when a mutation is gained.
Definition: character.cpp:9870
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1803
void add_bionic(const bionic_id &b)
Adds a bionic to my_bionics[].
Definition: bionics.cpp:2634
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1618
void set_mutation(const trait_id &)
Add or removes a mutation on the player, but does not trigger mutation loss/gain effects.
Definition: mutation.cpp:152
pimpl< known_magic > magic
Definition: character.h:1477
trait_id spell_class
Definition: magic.h:236
Definition: magic.h:286
int get_level() const
Definition: magic.cpp:1034
void set_level(int nlevel)
Definition: magic.cpp:612
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
constexpr double b
Definition: magic.cpp:1031
std::string desc() const

References _, activate_bionic(), add_bionic(), Creature::add_msg_if_player(), b, bio_ears, bio_power_storage, bio_power_storage_mkII, bio_tools, debugmsg, mutation_branch::desc(), get_free_invlet(), spell::get_level(), has_bionic(), has_trait(), m_good, magic, mod_max_power_level(), my_bionics, on_mutation_gain(), recalc_sight_limits(), recalculate_enchantment_cache(), reset_encumbrance(), spell::set_level(), set_mutation(), spell_type::spell_class, and units::to_kilojoule().

Referenced by add_bionic(), bionics_install_failure(), avatar::create(), deactivate_bionic(), player::load(), perform_install(), and npc::randomize().

◆ add_known_trap()

void Character::add_known_trap ( const tripoint pos,
const trap t 
)

Definition at line 10228 of file character.cpp.

10229{
10230 const tripoint p = get_map().getabs( pos );
10231 if( t.is_null() ) {
10232 known_traps.erase( p );
10233 } else {
10234 // TODO: known_traps should map to a trap_str_id
10235 known_traps[p] = t.id.str();
10236 }
10237}
trap_map known_traps
Definition: character.h:2141
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8377
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245
trap_str_id id
Definition: trap.h:87

References get_map(), map::getabs(), trap::id, trap::is_null(), known_traps, pos(), and string_id< T >::str().

Referenced by vehicle::handle_trap(), place_and_add_as_known(), and character_funcs::search_surroundings().

◆ add_miss_reason()

void Character::add_miss_reason ( const std::string &  reason,
unsigned int  weight 
)

Adds a reason for why the player would miss a melee attack.

To possibly be messaged to the player when he misses a melee attack.

Parameters
reasonA message for the player that gives a reason for him missing.
weightThe weight used when choosing what reason to pick when the player misses.

Definition at line 350 of file melee.cpp.

351{
352 melee_miss_reasons.add( reason, weight );
353
354}
struct weighted_int_list< std::string > melee_miss_reasons
Definition: character.h:2265

References melee_miss_reasons.

Referenced by temperature_effect::apply(), eff_fun_hallu(), get_miss_reason(), hardcoded_effects(), process_one_effect(), reset_stats(), and suffer_in_sunlight().

◆ add_morale()

void Character::add_morale ( const morale_type type,
int  bonus,
int  max_bonus = 0,
const time_duration duration = 1_hours,
const time_duration decay_start = 30_minutes,
bool  capped = false,
const itype item_type = nullptr 
)

Definition at line 9068 of file character.cpp.

9071{
9072 if( item_type != nullptr ) {
9073 morale->add( type, bonus, max_bonus, duration, decay_start, capped, *item_type );
9074 } else {
9075 morale->add( type, bonus, max_bonus, duration, decay_start, capped );
9076 }
9077}
pimpl< player_morale > morale
Definition: character.h:2203

References morale, and type.

Referenced by addict_effect(), apply_persistent_morale(), apply_wetness_morale(), iuse::artifact(), iuse::bell(), iuse::blech(), debug_menu::character_edit_menu(), iuse::datura(), monster::die(), avatar::do_read(), iuse::einktabletpc(), npc::finish_read(), ranged::fire_gun(), activity_handlers::generic_game_do_turn(), activity_handlers::haircut_finish(), hardcoded_effects(), marloss_add(), marloss_common(), activity_handlers::meditate_finish(), modify_morale(), spell_effect::morale(), iuse::mycus(), iuse::plantblech(), iuse::play_music(), activity_handlers::play_with_pet_finish(), iuse::portable_game(), game::process_artifact(), process_bionic(), firestarter_actor::resolve_firestarter_use(), set_up_butchery_activity(), activity_handlers::shaving_finish(), game::start_game(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_schizophrenia(), suffer_while_awake(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), enzlave_actor::use(), musical_instrument_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), activity_handlers::vibe_do_turn(), activity_handlers::vibe_finish(), and avatar::vomit().

◆ addiction_level()

int Character::addiction_level ( add_type  type) const

Returns the intensity of the specified addiction.

Definition at line 1934 of file suffer.cpp.

1935{
1936 auto iter = std::find_if( addictions.begin(), addictions.end(),
1937 [type]( const addiction & ad ) {
1938 return ad.type == type;
1939 } );
1940 return iter != addictions.end() ? iter->intensity : 0;
1941}

References addictions, and type.

Referenced by iuse::ecig(), mend(), process_one_effect(), and iuse::smoking().

◆ adjust_for_focus()

int Character::adjust_for_focus ( int  amount) const

Definition at line 9913 of file character.cpp.

9914{
9915 int effective_focus = focus_pool;
9916 if( has_trait( trait_FASTLEARNER ) ) {
9917 effective_focus += 15;
9918 }
9919 if( has_active_bionic( bio_memory ) ) {
9920 effective_focus += 10;
9921 }
9922 if( has_trait( trait_SLOWLEARNER ) ) {
9923 effective_focus -= 15;
9924 }
9925 effective_focus += ( get_int() - get_option<int>( "INT_BASED_LEARNING_BASE_VALUE" ) ) *
9926 get_option<int>( "INT_BASED_LEARNING_FOCUS_ADJUSTMENT" );
9927 double tmp = amount * ( effective_focus / 100.0 );
9928 return roll_remainder( tmp );
9929}
static const trait_id trait_FASTLEARNER("FASTLEARNER")
static const bionic_id bio_memory("bio_memory")
static const trait_id trait_SLOWLEARNER("SLOWLEARNER")
int focus_pool
Definition: character.h:1591
virtual int get_int() const
Definition: character.cpp:4085

References bio_memory, focus_pool, get_int(), has_active_bionic(), has_trait(), roll_remainder(), trait_FASTLEARNER, and trait_SLOWLEARNER.

Referenced by spell::casting_exp(), avatar::do_read(), and practice().

◆ age()

int Character::age ( ) const

Definition at line 6776 of file character.cpp.

6777{
6778 int years_since_cataclysm = to_turns<int>( calendar::turn - calendar::turn_zero ) /
6779 to_turns<int>( calendar::year_length() );
6780 return init_age + years_since_cataclysm;
6781}
int init_age
age in years at character creation
Definition: character.h:2135
time_duration year_length()
Definition: calendar.cpp:461
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26

References init_age, calendar::turn, calendar::turn_zero, and calendar::year_length().

Referenced by age_string(), and set_base_age().

◆ age_string()

std::string Character::age_string ( ) const

Definition at line 6783 of file character.cpp.

6784{
6785 //~ how old the character is in years. try to limit number of characters to fit on the screen
6786 std::string unformatted = _( "%d years" );
6787 return string_format( unformatted, age() );
6788}
int age() const
Definition: character.cpp:6776

References _, age(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ all_items_with_flag()

std::vector< const item * > Character::all_items_with_flag ( const std::string &  flag) const

All items that have the given flag (item::has_flag).

Definition at line 9571 of file character.cpp.

9572{
9573 return items_with( [&flag]( const item & it ) {
9574 return it.has_flag( flag );
9575 } );
9576}

References item::has_flag(), and visitable< Character >::items_with().

Referenced by iexamine::choose_fertilizer(), iexamine::dimensional_portal(), has_fire(), and use_fire().

◆ allergy_type()

morale_type Character::allergy_type ( const item food) const

Returns allergy type or MORALE_NULL if not allergic for this character.

Definition at line 617 of file consumption.cpp.

618{
619 using allergy_tuple = std::tuple<trait_id, std::string, morale_type>;
620 static const std::array<allergy_tuple, 8> allergy_tuples = {{
627 }
628 };
629
630 for( const auto &tp : allergy_tuples ) {
631 if( has_trait( std::get<0>( tp ) ) &&
632 food.has_flag( std::get<1>( tp ) ) ) {
633 return std::get<2>( tp );
634 }
635 }
636
637 return MORALE_NULL;
638}
static const std::string flag_ALLERGEN_MILK("ALLERGEN_MILK")
static const std::string flag_ALLERGEN_VEGGY("ALLERGEN_VEGGY")
static const std::string flag_ALLERGEN_JUNK("ALLERGEN_JUNK")
static const std::string flag_ALLERGEN_FRUIT("ALLERGEN_FRUIT")
static const trait_id trait_ANTIWHEAT("ANTIWHEAT")
static const trait_id trait_ANTIJUNK("ANTIJUNK")
static const trait_id trait_VEGETARIAN("VEGETARIAN")
static const trait_id trait_LACTOSE("LACTOSE")
static const std::string flag_ALLERGEN_WHEAT("ALLERGEN_WHEAT")
static const std::string flag_ALLERGEN_MEAT("ALLERGEN_MEAT")
static const trait_id trait_MEATARIAN("MEATARIAN")
static const trait_id trait_ANTIFRUIT("ANTIFRUIT")
const morale_type MORALE_MEATARIAN("morale_meatarian")
const morale_type MORALE_ANTIJUNK("morale_antijunk")
const morale_type MORALE_ANTIWHEAT("morale_antiwheat")
const morale_type MORALE_ANTIFRUIT("morale_antifruit")
const morale_type MORALE_LACTOSE("morale_lactose")
const morale_type MORALE_VEGETARIAN("morale_vegetarian")
const morale_type MORALE_NULL("morale_null")

References flag_ALLERGEN_FRUIT(), flag_ALLERGEN_JUNK(), flag_ALLERGEN_MEAT(), flag_ALLERGEN_MILK(), flag_ALLERGEN_VEGGY(), flag_ALLERGEN_WHEAT(), item::has_flag(), has_trait(), MORALE_ANTIFRUIT, MORALE_ANTIJUNK, MORALE_ANTIWHEAT, MORALE_LACTOSE, MORALE_MEATARIAN, MORALE_NULL, MORALE_VEGETARIAN, trait_ANTIFRUIT, trait_ANTIJUNK, trait_ANTIWHEAT, trait_LACTOSE, trait_MEATARIAN, and trait_VEGETARIAN.

Referenced by item::color_in_inventory(), item::food_info(), modify_morale(), and will_eat().

◆ allocated_invlets()

invlets_bitset Character::allocated_invlets ( ) const

Only use for UI things.

Returns all invlets that are currently used in the player inventory, the weapon slot and the worn items.

Definition at line 2482 of file character.cpp.

2483{
2485
2486 invlets.set( weapon.invlet );
2487 for( const auto &w : worn ) {
2488 invlets.set( w.invlet );
2489 }
2490
2491 invlets[0] = false;
2492
2493 return invlets;
2494}
inventory inv
Definition: character.h:1573
item weapon
Definition: character.h:1576
invlets_bitset allocated_invlets() const
Definition: inventory.cpp:1261
std::bitset< std::numeric_limits< char >::max()> invlets_bitset
Definition: inventory.h:36

References inventory::allocated_invlets(), inv, item::invlet, weapon, and worn.

Referenced by inventory::assign_empty_invlet(), game_menus::inv::common(), and i_add().

◆ amount_of_storage_bionics()

std::pair< int, int > Character::amount_of_storage_bionics ( ) const

Returns amount of Storage CBMs in the corpse.

Definition at line 2730 of file bionics.cpp.

2731{
2733
2734 // exclude amount of power capacity obtained via non-power-storage CBMs
2735 for( const bionic &it : *my_bionics ) {
2736 lvl -= it.info().capacity;
2737 }
2738
2739 std::pair<int, int> results( 0, 0 );
2740 if( lvl <= 0_kJ ) {
2741 return results;
2742 }
2743
2744 const units::energy pow_mkI = bio_power_storage->capacity;
2746
2747 while( lvl >= std::min( pow_mkI, pow_mkII ) ) {
2748 if( one_in( 2 ) ) {
2749 if( lvl >= pow_mkI ) {
2750 results.first++;
2751 lvl -= pow_mkI;
2752 }
2753 } else {
2754 if( lvl >= pow_mkII ) {
2755 results.second++;
2756 lvl -= pow_mkII;
2757 }
2758 }
2759 }
2760 return results;
2761}
units::energy get_max_power_level() const
Definition: character.cpp:1898
units::energy capacity
Power bank size.
Definition: bionics.h:49

References bio_power_storage, bio_power_storage_mkII, bionic_data::capacity, get_max_power_level(), my_bionics, and one_in().

Referenced by place_corpse().

◆ amount_worn()

int Character::amount_worn ( const itype_id id) const

Returns the amount of item ‘type’ that is currently worn.

Definition at line 2176 of file character.cpp.

2177{
2178 int amount = 0;
2179 for( auto &elem : worn ) {
2180 if( elem.typeId() == id ) {
2181 ++amount;
2182 }
2183 }
2184 return amount;
2185}

References worn.

Referenced by can_wear().

◆ apply_damage()

void Character::apply_damage ( Creature source,
bodypart_id  hurt,
int  dam,
bool  bypass_med = false 
)
overridevirtual

Actually hurt the player, hurts a body_part directly, no armor reduction.

Implements Creature.

Definition at line 8379 of file character.cpp.

8381{
8383 // don't do any more damage if we're already dead
8384 // Or if we're debugging and don't want to die
8385 return;
8386 }
8387
8388 if( hurt == bodypart_id( "num_bp" ) ) {
8389 debugmsg( "Wacky body part hurt!" );
8390 hurt = bodypart_id( "torso" );
8391 }
8392
8393 mod_pain( dam / 2 );
8394
8395 const bodypart_id &part_to_damage = hurt->main_part;
8396
8397 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( part_to_damage ) );
8398
8399 mod_part_hp_cur( part_to_damage, - dam_to_bodypart );
8401
8402 if( !weapon.is_null() && !as_player()->can_wield( weapon ).success() &&
8403 can_unwield( weapon ).success() ) {
8404 add_msg_if_player( _( "You are no longer able to wield your %s and drop it!" ),
8405 weapon.display_name() );
8407 i_rem( &weapon );
8408 }
8409 if( has_effect( effect_mending, part_to_damage->token ) ) {
8410 effect &e = get_effect( effect_mending, part_to_damage->token );
8411 float remove_mend = dam / 20.0f;
8412 e.mod_duration( -e.get_max_duration() * remove_mend );
8413 }
8414
8415 if( dam > get_painkiller() ) {
8416 on_hurt( source );
8417 }
8418
8419 if( is_dead_state() ) {
8420 // if the player killed himself, add it to the kill count list
8421 if( !is_npc() && !killer && source == g->u.as_character() ) {
8423 get_name() );
8424 }
8425 set_killer( source );
8426 }
8427
8428 if( !bypass_med ) {
8429 // remove healing effects if damaged
8430 int remove_med = roll_remainder( dam / 5.0f );
8431 if( remove_med > 0 && has_effect( effect_bandaged, part_to_damage->token ) ) {
8432 remove_med -= reduce_healing_effect( effect_bandaged, remove_med, part_to_damage );
8433 }
8434 if( remove_med > 0 && has_effect( effect_disinfected, part_to_damage->token ) ) {
8435 reduce_healing_effect( effect_disinfected, remove_med, part_to_damage );
8436 }
8437 }
8438}
void put_into_vehicle_or_drop(Character &c, item_drop_reason, const std::list< item > &items)
static const trait_id trait_DEBUG_NODMG("DEBUG_NODMG")
static const efftype_id effect_bandaged("bandaged")
static const efftype_id effect_disinfected("disinfected")
static const efftype_id effect_mending("mending")
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:755
int get_painkiller() const
Returns intensity of painkillers
Definition: character.cpp:9784
item i_rem(int pos)
Remove a specific item from player possession.
Definition: character.cpp:2360
int reduce_healing_effect(const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
Reduce healing effect intensity, return initial intensity of the effect.
Definition: character.cpp:8596
void on_hurt(Creature *source, bool disturb=true)
Handles effects that happen when the player is damaged and aware of the fact.
Definition: character.cpp:8669
ret_val< bool > can_wield(const item &it) const
Check whether character is capable of wielding given item.
Definition: character.cpp:3074
ret_val< bool > can_unwield(const item &it) const
Check whether character is capable of unwielding given item.
Definition: character.cpp:3113
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:490
std::string get_name() const override
Definition: character.cpp:5981
void mod_part_hp_cur(const bodypart_id &id, int mod)
Definition: creature.cpp:1611
int get_part_hp_cur(const bodypart_id &id) const
Definition: creature.cpp:1581
virtual player * as_player()
Definition: creature.h:122
void set_killer(Creature *killer)
Definition: creature.cpp:1451
virtual bool is_npc() const
Definition: creature.h:98
Creature * killer
Definition: creature.h:808
Definition: effect.h:161
void mod_duration(const time_duration &dur, bool alert=false)
Mods the duration, capping at max_duration if it exists.
Definition: effect.cpp:821
time_duration get_max_duration() const
Returns the maximum duration of an effect.
Definition: effect.cpp:801
void send(const cata::event &) const
Definition: event_bus.cpp:58
bool is_null() const
Definition: item.cpp:732
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4820
@ character_takes_damage
@ character_kills_character
event_bus & get_event_bus()
Definition: game.cpp:12048

References _, Creature::add_msg_if_player(), Creature::as_player(), can_unwield(), can_wield(), character_kills_character, character_takes_damage, debugmsg, item::display_name(), effect_bandaged, effect_disinfected, effect_mending, g, Creature::get_effect(), get_event_bus(), effect::get_max_duration(), get_name(), get_painkiller(), Creature::get_part_hp_cur(), get_player_character(), getID(), Creature::has_effect(), has_trait(), i_rem(), is_dead_state(), Creature::is_npc(), item::is_null(), Creature::killer, effect::mod_duration(), mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), put_into_vehicle_or_drop(), reduce_healing_effect(), roll_remainder(), event_bus::send(), Creature::set_killer(), trait_DEBUG_NODMG, tumbling, and weapon.

Referenced by activate_bionic(), iuse::blech(), cough(), debug_menu::debug(), do_damage_for_bionic_failure(), eff_fun_bleed(), eff_fun_fungus(), iuse::ehandcuffs(), game::find_or_make_stairs(), heal_actor::finish_using(), iexamine::flower_cactus(), iexamine::flower_poppy(), game::handle_action(), start_location::handle_heli_crash(), hardcoded_effects(), knock_back_to(), activity_handlers::operation_do_turn(), process_one_effect(), suffer_from_sunburn(), suffer_water_damage(), and suffer_while_underwater().

◆ apply_mods()

void Character::apply_mods ( const trait_id mut,
bool  add_remove 
)
protected

Applies stat mods to character.

Definition at line 204 of file mutation.cpp.

205{
206 int sign = add_remove ? 1 : -1;
207 int str_change = get_mod( mut, "STR" );
208 str_max += sign * str_change;
209 per_max += sign * get_mod( mut, "PER" );
210 dex_max += sign * get_mod( mut, "DEX" );
211 int_max += sign * get_mod( mut, "INT" );
212
213 if( str_change != 0 ) {
214 recalc_hp();
215 }
216}
void recalc_hp()
Recalculates HP after a change to max strength.
Definition: character.cpp:1571
int get_mod(const trait_id &mut, const std::string &arg) const
Retrieves a stat mod of a mutation.
Definition: mutation.cpp:193

References dex_max, get_mod(), int_max, per_max, recalc_hp(), and str_max.

Referenced by deactivate_mutation(), mutation_effect(), mutation_loss_effect(), mutation_spend_resources(), and suffer_mutation_power().

◆ apply_persistent_morale()

void Character::apply_persistent_morale ( )

Ensures persistent morale effects are up-to-date.

Definition at line 8983 of file character.cpp.

8984{
8985 // Hoarders get a morale penalty if they're not carrying a full inventory.
8986 if( has_trait( trait_HOARDER ) ) {
8987 int pen = ( volume_capacity() - volume_carried() ) / 125_ml;
8988 if( pen > 70 ) {
8989 pen = 70;
8990 }
8991 if( pen <= 0 ) {
8992 pen = 0;
8993 }
8994 if( has_effect( effect_took_xanax ) ) {
8995 pen = pen / 7;
8996 } else if( has_effect( effect_took_prozac ) ) {
8997 pen = pen / 2;
8998 }
8999 if( pen > 0 ) {
9000 add_morale( MORALE_PERM_HOARDER, -pen, -pen, 1_minutes, 1_minutes, true );
9001 }
9002 }
9003 // Nomads get a morale penalty if they stay near the same overmap tiles too long.
9005 const tripoint_abs_omt ompos = global_omt_location();
9006 float total_time = 0;
9007 // Check how long we've stayed in any overmap tile within 5 of us.
9008 const int max_dist = 5;
9009 for( const tripoint_abs_omt &pos : points_in_radius( ompos, max_dist ) ) {
9010 const float dist = rl_dist( ompos, pos );
9011 if( dist > max_dist ) {
9012 continue;
9013 }
9014 const auto iter = overmap_time.find( pos.xy() );
9015 if( iter == overmap_time.end() ) {
9016 continue;
9017 }
9018 // Count time in own tile fully, tiles one away as 4/5, tiles two away as 3/5, etc.
9019 total_time += to_moves<float>( iter->second ) * ( max_dist - dist ) / max_dist;
9020 }
9021 // Characters with higher tiers of Nomad suffer worse morale penalties, faster.
9022 int max_unhappiness;
9023 float min_time, max_time;
9024 if( has_trait( trait_NOMAD ) ) {
9025 max_unhappiness = 20;
9026 min_time = to_moves<float>( 2_days );
9027 max_time = to_moves<float>( 4_days );
9028 } else if( has_trait( trait_NOMAD2 ) ) {
9029 max_unhappiness = 40;
9030 min_time = to_moves<float>( 1_days );
9031 max_time = to_moves<float>( 2_days );
9032 } else { // traid_NOMAD3
9033 max_unhappiness = 60;
9034 min_time = to_moves<float>( 12_hours );
9035 max_time = to_moves<float>( 1_days );
9036 }
9037 // The penalty starts at 1 at min_time and scales up to max_unhappiness at max_time.
9038 const float t = ( total_time - min_time ) / ( max_time - min_time );
9039 const int pen = std::ceil( lerp_clamped( 0, max_unhappiness, t ) );
9040 if( pen > 0 ) {
9041 add_morale( MORALE_PERM_NOMAD, -pen, -pen, 1_minutes, 1_minutes, true );
9042 }
9043 }
9044
9045 if( has_trait( trait_PROF_FOODP ) ) {
9046 // Loosing your face is distressing
9047 if( !( is_wearing( itype_id( "foodperson_mask" ) ) ||
9048 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
9049 add_morale( MORALE_PERM_NOFACE, -20, -20, 1_minutes, 1_minutes, true );
9050 } else if( is_wearing( itype_id( "foodperson_mask" ) ) ||
9051 is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9053 }
9054
9055 if( is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9056 add_morale( MORALE_PERM_FPMODE_ON, 10, 10, 1_minutes, 1_minutes, true );
9057 } else {
9059 }
9060 }
9061}
constexpr T lerp_clamped(const T &min, const T &max, float t)
Linear interpolation with t clamped to [0, 1].
Definition: cata_utility.h:166
static const efftype_id effect_took_prozac("took_prozac")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static const trait_id trait_HOARDER("HOARDER")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_took_xanax("took_xanax")
units::volume volume_capacity() const
Definition: character.cpp:2657
std::unordered_map< point_abs_omt, time_duration > overmap_time
Amount of time the player has spent in each overmap tile.
Definition: character.h:2281
units::volume volume_carried() const
Definition: character.cpp:2530
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9068
void rem_morale(const morale_type &type)
Definition: character.cpp:9089
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3219
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
const morale_type MORALE_PERM_FPMODE_ON("morale_perm_fpmode_on")
const morale_type MORALE_PERM_HOARDER("morale_perm_hoarder")
const morale_type MORALE_PERM_NOMAD("morale_perm_nomad")
const morale_type MORALE_PERM_NOFACE("morale_perm_noface")
constexpr point xy() const
Definition: point.h:206

References add_morale(), effect_took_prozac, effect_took_xanax, global_omt_location(), Creature::has_effect(), has_trait(), is_wearing(), itype_id, lerp_clamped(), MORALE_PERM_FPMODE_ON, MORALE_PERM_HOARDER, MORALE_PERM_NOFACE, MORALE_PERM_NOMAD, overmap_time, points_in_radius(), pos(), rem_morale(), rl_dist(), trait_HOARDER, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, trait_PROF_FOODP, volume_capacity(), volume_carried(), and tripoint::xy().

Referenced by debug_menu::character_edit_menu(), check_and_recover_morale(), avatar::create(), and update_morale().

◆ apply_skill_boost()

void Character::apply_skill_boost ( )
private

Applies skill-based boosts to stats.

Definition at line 3554 of file character.cpp.

3555{
3556 for( const skill_boost &boost : skill_boost::get_all() ) {
3557 // For migration, reset previously applied bonus.
3558 // Remove after 0.E or so.
3559 const std::string bonus_name = boost.stat() + std::string( "_bonus" );
3560 std::string previous_bonus = get_value( bonus_name );
3561 if( !previous_bonus.empty() ) {
3562 if( boost.stat() == "str" ) {
3563 str_max -= atoi( previous_bonus.c_str() );
3564 } else if( boost.stat() == "dex" ) {
3565 dex_max -= atoi( previous_bonus.c_str() );
3566 } else if( boost.stat() == "int" ) {
3567 int_max -= atoi( previous_bonus.c_str() );
3568 } else if( boost.stat() == "per" ) {
3569 per_max -= atoi( previous_bonus.c_str() );
3570 }
3571 remove_value( bonus_name );
3572 }
3573 // End migration code
3574 int skill_total = 0;
3575 for( const std::string &skill_str : boost.skills() ) {
3576 skill_total += get_skill_level( skill_id( skill_str ) );
3577 }
3578 mod_stat( boost.stat(), boost.calc_bonus( skill_total ) );
3579 if( boost.stat() == "str" ) {
3580 recalc_hp();
3581 }
3582 }
3583}
void mod_stat(const std::string &stat, float modifier) override
Definition: character.cpp:537
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3335
void remove_value(const std::string &key)
Definition: creature.cpp:1356
static const std::vector< skill_boost > & get_all()
Definition: skill_boost.cpp:15

References dex_max, skill_boost::get_all(), get_skill_level(), Creature::get_value(), int_max, mod_stat(), per_max, recalc_hp(), Creature::remove_value(), skill_id, and str_max.

Referenced by reset_stats().

◆ apply_wetness_morale()

void Character::apply_wetness_morale ( int  temperature)

Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.

Definition at line 1780 of file suffer.cpp.

1781{
1782 // First, a quick check if we have any wetness to calculate morale from
1783 // Faster than checking all worn items for friendliness
1784 if( !std::any_of( body_wetness.begin(), body_wetness.end(),
1785 []( const int w ) {
1786 return w != 0;
1787} ) ) {
1788 return;
1789 }
1790
1791 // Normalize temperature to [-1.0,1.0]
1792 temperature = std::max( 0, std::min( 100, temperature ) );
1793 const double global_temperature_mod = -1.0 + ( 2.0 * temperature / 100.0 );
1794
1795 int total_morale = 0;
1796 const auto wet_friendliness = exclusive_flag_coverage( "WATER_FRIENDLY" );
1797 for( const body_part bp : all_body_parts ) {
1798 // Sum of body wetness can go up to 103
1799 const int part_drench = body_wetness[bp];
1800 if( part_drench == 0 ) {
1801 continue;
1802 }
1803
1804 const auto &part_arr = mut_drench[bp];
1805 const int part_ignored = part_arr[WT_IGNORED];
1806 const int part_neutral = part_arr[WT_NEUTRAL];
1807 const int part_good = part_arr[WT_GOOD];
1808
1809 if( part_ignored >= part_drench ) {
1810 continue;
1811 }
1812
1813 int bp_morale = 0;
1814 const bool is_friendly = wet_friendliness.test( bp );
1815 const int effective_drench = part_drench - part_ignored;
1816 if( is_friendly ) {
1817 // Using entire bonus from mutations and then some "human" bonus
1818 bp_morale = std::min( part_good, effective_drench ) + effective_drench / 2;
1819 } else if( effective_drench < part_good ) {
1820 // Positive or 0
1821 // Won't go higher than part_good / 2
1822 // Wet slime/scale doesn't feel as good when covered by wet rags/fur/kevlar
1823 bp_morale = std::min( effective_drench, part_good - effective_drench );
1824 } else if( effective_drench > part_good + part_neutral ) {
1825 // This one will be negative
1826 bp_morale = part_good + part_neutral - effective_drench;
1827 }
1828
1829 // Clamp to [COLD,HOT] and cast to double
1830 const double part_temperature =
1831 std::min( BODYTEMP_HOT, std::max( BODYTEMP_COLD, temp_cur[bp] ) );
1832 // 0.0 at COLD, 1.0 at HOT
1833 const double part_mod = ( part_temperature - BODYTEMP_COLD ) /
1835 // Average of global and part temperature modifiers, each in range [-1.0, 1.0]
1836 double scaled_temperature = ( global_temperature_mod + part_mod ) / 2;
1837
1838 if( bp_morale < 0 ) {
1839 // Damp, hot clothing on hot skin feels bad
1840 scaled_temperature = std::fabs( scaled_temperature );
1841 }
1842
1843 // For an unmutated human swimming in deep water, this will add up to:
1844 // +51 when hot in 100% water friendly clothing
1845 // -103 when cold/hot in 100% unfriendly clothing
1846 total_morale += static_cast<int>( bp_morale * ( 1.0 + scaled_temperature ) / 2.0 );
1847 }
1848
1849 if( total_morale == 0 ) {
1850 return;
1851 }
1852
1853 int morale_effect = total_morale / 8;
1854 if( morale_effect == 0 ) {
1855 if( total_morale > 0 ) {
1856 morale_effect = 1;
1857 } else {
1858 morale_effect = -1;
1859 }
1860 }
1861 // 61_seconds because decay is applied in 1_minutes increments
1862 add_morale( MORALE_WET, morale_effect, total_morale, 61_seconds, 61_seconds, true );
1863}
constexpr std::array< body_part, 12 > all_body_parts
Contains all valid body_part values in the order they are defined in.
Definition: bodypart.h:82
body_part
Definition: bodypart.h:39
body_part_set exclusive_flag_coverage(const std::string &flag) const
Bitset of all the body parts covered only with items with flag (or nothing)
Definition: character.cpp:4053
std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bp > mut_drench
Definition: character.h:857
const morale_type MORALE_WET("morale_wet")
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
quantity< int, temperature_in_millidegree_celsius_tag > temperature
static constexpr int BODYTEMP_COLD
Do not change this value, it is an arbitrary anchor on which other calculations are made.
Definition: weather.h:34
static constexpr int BODYTEMP_HOT
Level 2 hotness.
Definition: weather.h:38

References add_morale(), all_body_parts, body_wetness, BODYTEMP_COLD, BODYTEMP_HOT, exclusive_flag_coverage(), units::fabs(), MORALE_WET, mut_drench, temp_cur, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by game::do_turn().

◆ armor_absorb()

bool Character::armor_absorb ( damage_unit du,
item armor 
)

Reduces and mutates du, prints messages about armor taking damage.

Returns
true if the armor was completely destroyed (and the item must be deleted).

Definition at line 8136 of file character.cpp.

8137{
8138 if( rng( 1, 100 ) > armor.get_coverage() ) {
8139 return false;
8140 }
8141
8142 // TODO: add some check for power armor
8143 armor.mitigate_damage( du );
8144
8145 // We want armor's own resistance to this type, not the resistance it grants
8146 const int armors_own_resist = armor.damage_resist( du.type, true );
8147 if( armors_own_resist > 1000 ) {
8148 // This is some weird type that doesn't damage armors
8149 return false;
8150 }
8151
8152 // Scale chance of article taking damage based on the number of parts it covers.
8153 // This represents large articles being able to take more punishment
8154 // before becoming ineffective or being destroyed.
8155 const int num_parts_covered = armor.get_covered_body_parts().count();
8156 if( !one_in( num_parts_covered ) ) {
8157 return false;
8158 }
8159
8160 // Don't damage armor as much when bypassed by armor piercing
8161 // Most armor piercing damage comes from bypassing armor, not forcing through
8162 const int raw_dmg = du.amount;
8163 if( raw_dmg > armors_own_resist ) {
8164 // If damage is above armor value, the chance to avoid armor damage is
8165 // 50% + 50% * 1/dmg
8166 if( one_in( raw_dmg ) || one_in( 2 ) ) {
8167 return false;
8168 }
8169 } else {
8170 // Sturdy items and power armors never take chip damage.
8171 // Other armors have 0.5% of getting damaged from hits below their armor value.
8172 if( armor.has_flag( flag_STURDY ) || !one_in( 200 ) ) {
8173 return false;
8174 }
8175 }
8176
8177 const material_type &material = armor.get_random_material();
8178 std::string damage_verb = ( du.type == DT_BASH ) ? material.bash_dmg_verb() :
8179 material.cut_dmg_verb();
8180
8181 const std::string pre_damage_name = armor.tname();
8182 const std::string pre_damage_adj = armor.get_base_material().dmg_adj( armor.damage_level( 4 ) );
8183
8184 // add "further" if the damage adjective and verb are the same
8185 std::string format_string = ( pre_damage_adj == damage_verb ) ?
8186 _( "Your %1$s is %2$s further!" ) : _( "Your %1$s is %2$s!" );
8187 add_msg_if_player( m_bad, format_string, pre_damage_name, damage_verb );
8188 //item is damaged
8189 if( is_player() ) {
8190 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ), m_neutral,
8191 damage_verb,
8192 m_info );
8193 }
8194
8195 return armor.mod_damage( armor.has_flag( "FRAGILE" ) ?
8197}
static const std::string flag_STURDY("STURDY")
virtual bool is_player() const
Definition: creature.h:92
size_t count() const
Definition: bodypart.h:254
const material_type & get_random_material() const
Get a material reference to a random material that this item is made of.
Definition: item.cpp:7146
bool mod_damage(int qty, damage_type dt)
Apply damage to const itemrained by min_damage and max_damage.
Definition: item.cpp:6226
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage_resist(damage_type dt, bool to_self=false) const
Resistance provided by this item against damage type given by an enum.
Definition: item.cpp:6371
const material_type & get_base_material() const
Get the basic (main) material of this item.
Definition: item.cpp:7151
body_part_set get_covered_body_parts() const
Bitset of all covered body parts.
Definition: item.cpp:753
int get_coverage() const
Returns the relative coverage that this item has when worn.
Definition: item.cpp:5900
void mitigate_damage(damage_unit &du) const
Assuming that specified du hit the armor, reduce du based on the item's resistance to the damage type...
Definition: item.cpp:6363
std::string cut_dmg_verb() const
Definition: material.cpp:190
std::string dmg_adj(int damage) const
Definition: material.cpp:195
std::string bash_dmg_verb() const
Definition: material.cpp:185
static constexpr int damage_scale
Definition: itype.h:1008

References _, scrollingcombattext::add(), Creature::add_msg_if_player(), damage_unit::amount, material_type::bash_dmg_verb(), body_part_set::count(), material_type::cut_dmg_verb(), item::damage_level(), item::damage_resist(), itype::damage_scale, material_type::dmg_adj(), DT_BASH, flag_STURDY(), item::get_base_material(), item::get_coverage(), item::get_covered_body_parts(), item::get_random_material(), item::has_flag(), Creature::is_player(), m_bad, m_info, m_neutral, item::mitigate_damage(), item::mod_damage(), NORTH, one_in(), posx(), posy(), remove_color_tags(), rng(), SCT, item::tname(), and damage_unit::type.

Referenced by absorb_hit().

◆ armwear_factor()

double Character::armwear_factor ( ) const

Same as footwear factor, but for arms.

Definition at line 8900 of file character.cpp.

8901{
8902 double ret = 0;
8903 if( wearing_something_on( bodypart_id( "arm_l" ) ) ) {
8904 ret += .5;
8905 }
8906 if( wearing_something_on( bodypart_id( "arm_r" ) ) ) {
8907 ret += .5;
8908 }
8909 return ret;
8910}
bool wearing_something_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body part.
Definition: character.cpp:8836

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by suffer_in_sunlight().

◆ as_character() [1/2]

const Character * Character::as_character ( ) const
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 235 of file character.h.

235 {
236 return this;
237 }

◆ as_character() [2/2]

Character * Character::as_character ( )
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 232 of file character.h.

232 {
233 return this;
234 }

Referenced by debug_menu::character_edit_menu(), doors::close_door(), and emit_radio_signal().

◆ assign_activity() [1/2]

void Character::assign_activity ( const activity_id type,
int  moves = calendar::INDEFINITELY_LONG,
int  index = -1,
int  pos = INT_MIN,
const std::string &  name = "" 
)

Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming.

TODO: delete this once migration of activites to the activity_actor system is complete

Definition at line 9166 of file character.cpp.

9168{
9170}
int moves
Definition: creature.h:578

References assign_activity(), Creature::moves, name, pos(), and type.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), butcher_submenu(), cast_spell(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), iuse::dig(), iuse::dig_channel(), crafting::disassemble_all(), overmap_ui::display(), talk_function::do_butcher(), talk_function::do_chop_plank(), talk_function::do_chop_trees(), talk_function::do_construction(), talk_function::do_farming(), talk_function::do_fishing(), talk_function::do_mining(), npc::do_pulp(), player_activity::do_turn(), talk_function::do_vehicle_deconstruct(), talk_function::do_vehicle_repair(), drop(), game::exam_vehicle(), iuse::fill_pit(), npc::find_job_to_perform(), talk_function::find_mount(), aim_activity_actor::finish(), avatar_action::fire_ranged_bionic(), avatar_action::fire_ranged_mutation(), avatar_action::fire_wielded_weapon(), activity_handlers::fish_finish(), iuse::fishing_rod(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), talk_function::give_aid(), talk_function::give_all_aid(), avatar_funcs::gunmod_add(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), iuse::hand_crank(), install_bionics(), vehicle::interact_with(), iuse::jackhammer(), loot(), iuse::makemound(), iuse::meditate(), monexamine::milk_source(), iuse::mind_splicer(), mine_activity(), iuse::oxytorch(), iuse::pickaxe(), game::place_player(), iexamine::plant_seed(), iuse::play_game(), monexamine::play_with(), avatar_action::plthrow(), iuse::portable_game(), prompt_disassemble_single(), avatar::read(), avatar_action::reload(), activity_handlers::resume_for_multi_activities(), iuse::robotcontrol(), iexamine::rubble(), iexamine::safe(), iuse::shavekit(), monexamine::shear_animal(), show_armor_layers_ui(), iexamine::shrub_wildveggies(), smash(), talk_function::sort_loot(), player::start_craft(), start_destination_activity(), game::start_hauling(), npc::start_read(), gates::toggle_gate(), avatar_funcs::toolmod_add(), iexamine::trap(), try_start_hacking(), avatar_funcs::try_to_sleep(), uninstall_bionic(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), learn_spell_actor::use(), cast_spell_actor::use(), vehicle_activity(), iuse::vibe(), wait(), and wash_items().

◆ assign_activity() [2/2]

void Character::assign_activity ( const player_activity act,
bool  allow_resume = true 
)

Assigns activity to player, possibly resuming old activity if it's similar enough.

Definition at line 9172 of file character.cpp.

9173{
9174 bool resuming = false;
9175 if( allow_resume && !backlog.empty() && backlog.front().can_resume_with( act, *this ) ) {
9176 resuming = true;
9177 add_msg_if_player( _( "You resume your task." ) );
9178 activity = backlog.front();
9179 backlog.pop_front();
9180 } else {
9181 if( activity ) {
9182 backlog.push_front( activity );
9183 }
9184
9185 activity = act;
9186 }
9187
9188 activity.start_or_resume( *this, resuming );
9189
9190 if( is_npc() ) {
9192 npc *guy = dynamic_cast<npc *>( this );
9196 }
9197}
void cancel_stashed_activity()
Definition: character.cpp:893
std::list< player_activity > backlog
Definition: character.h:1571
Definition: npc.h:744
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3173
activity_id current_activity_id
Definition: npc.h:1210
void set_mission(npc_mission new_mission)
Definition: npc.cpp:3152
const activity_id & id() const
void start_or_resume(Character &who, bool resuming)
Preform necessary initialization to start or resume the activity.
@ NPCATT_ACTIVITY
Definition: npc.h:98
@ NPC_MISSION_ACTIVITY
Definition: npc.h:153
activity_id act
Definition: sounds.cpp:75

References _, act, activity, Creature::add_msg_if_player(), backlog, cancel_stashed_activity(), npc::current_activity_id, player_activity::id(), Creature::is_npc(), NPC_MISSION_ACTIVITY, NPCATT_ACTIVITY, npc::set_attitude(), npc::set_mission(), and player_activity::start_or_resume().

◆ assign_stashed_activity()

void Character::assign_stashed_activity ( )

Definition at line 915 of file character.cpp.

916{
920}
player_activity stashed_outbounds_backlog
Definition: character.h:1569
player_activity stashed_outbounds_activity
Definition: character.h:1568

References activity, backlog, cancel_stashed_activity(), stashed_outbounds_activity, and stashed_outbounds_backlog.

Referenced by npc::move().

◆ attack_cost()

int Character::attack_cost ( const item weap) const

Returns cost (in moves) of attacking with given item (no modifiers, like stuck)

Melee increases melee attack speed Dexterity increases attack speed

Definition at line 2251 of file melee.cpp.

2252{
2253 const int base_move_cost = weap.attack_cost() / 2;
2254 const int melee_skill = has_active_bionic( bionic_id( bio_cqb ) ) ? BIO_CQB_LEVEL : get_skill_level(
2255 skill_melee );
2256 /** @EFFECT_MELEE increases melee attack speed */
2257 const int skill_cost = static_cast<int>( ( base_move_cost * ( 15 - melee_skill ) / 15 ) );
2258 /** @EFFECT_DEX increases attack speed */
2259 const int dexbonus = dex_cur / 2;
2260 const int encumbrance_penalty = encumb( bp_torso ) +
2261 ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 2;
2262 const int ma_move_cost = mabuff_attack_cost_penalty();
2263 const float stamina_ratio = static_cast<float>( get_stamina() ) / static_cast<float>
2264 ( get_stamina_max() );
2265 // Increase cost multiplier linearly from 1.0 to 2.0 as stamina goes from 25% to 0%.
2266 const float stamina_penalty = 1.0 + std::max( ( 0.25f - stamina_ratio ) * 4.0f, 0.0f );
2267 const float ma_mult = mabuff_attack_cost_mult();
2268
2269 int move_cost = base_move_cost;
2270 // Stamina penalty only affects base/2 and encumbrance parts of the cost
2271 move_cost += encumbrance_penalty;
2272 move_cost *= stamina_penalty;
2273 move_cost += skill_cost;
2274 move_cost -= dexbonus;
2275
2277
2278 // Martial arts last. Flat has to be after mult, because comments say so.
2279 move_cost *= ma_mult;
2280 move_cost += ma_move_cost;
2281
2282 move_cost *= mutation_value( "attackcost_modifier" );
2283
2284 if( move_cost < 25 ) {
2285 return 25;
2286 }
2287
2288 return move_cost;
2289}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
int get_stamina() const
Definition: character.cpp:7069
float mabuff_attack_cost_mult() const
Returns the multiplier on move cost of attacks.
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6626
int mabuff_attack_cost_penalty() const
Returns the flat penalty to move cost of attacks.
int encumb(body_part bp) const
Returns ENC provided by armor, etc.
Definition: character.cpp:4010
double bonus_from_enchantments(double base, enchant_vals::mod value, bool round=false) const
Calculate bonus from enchantments for given base value.
Definition: character.cpp:7886
int get_stamina_max() const
Definition: character.cpp:7074
int attack_cost() const
Base number of moves (Creature::moves) that a single melee attack with this items takes.
Definition: item.cpp:5181
static constexpr int BIO_CQB_LEVEL
static const bionic_id bio_cqb("bio_cqb")
static const skill_id skill_melee("melee")

References item::attack_cost(), enchant_vals::ATTACK_COST, bio_cqb, BIO_CQB_LEVEL, bionic_id, bonus_from_enchantments(), bp_hand_l, bp_hand_r, bp_torso, dex_cur, encumb(), get_skill_level(), get_stamina(), get_stamina_max(), has_active_bionic(), mabuff_attack_cost_mult(), mabuff_attack_cost_penalty(), move_cost(), mutation_value(), and skill_melee.

Referenced by item::combat_info(), item::effective_dps(), melee_attack(), reach_attack(), and avatar_funcs::try_disarm_npc().

◆ attitude_to()

Creature::Attitude Character::attitude_to ( const Creature other) const
overridevirtual

Attitude (of this creature) towards another creature.

This might not be symmetric.

Implements Creature.

Reimplemented in npc.

Definition at line 10363 of file character.cpp.

10364{
10365 const auto m = dynamic_cast<const monster *>( &other );
10366 if( m != nullptr ) {
10367 if( m->friendly != 0 ) {
10368 return A_FRIENDLY;
10369 }
10370 switch( m->attitude( const_cast<Character *>( this ) ) ) {
10371 // player probably does not want to harm them, but doesn't care much at all.
10372 case MATT_FOLLOW:
10373 case MATT_FPASSIVE:
10374 case MATT_IGNORE:
10375 case MATT_FLEE:
10376 return A_NEUTRAL;
10377 // player does not want to harm those.
10378 case MATT_FRIEND:
10379 case MATT_ZLAVE:
10380 // Don't want to harm your zlave!
10381 return A_FRIENDLY;
10382 case MATT_ATTACK:
10383 return A_HOSTILE;
10384 case MATT_NULL:
10386 break;
10387 }
10388
10389 return A_NEUTRAL;
10390 }
10391
10392 const auto p = dynamic_cast<const npc *>( &other );
10393 if( p != nullptr ) {
10394 if( p->is_enemy() ) {
10395 return A_HOSTILE;
10396 } else if( p->is_player_ally() ) {
10397 return A_FRIENDLY;
10398 } else {
10399 return A_NEUTRAL;
10400 }
10401 } else if( &other == this ) {
10402 return A_FRIENDLY;
10403 }
10404
10405 return A_NEUTRAL;
10406}
@ A_NEUTRAL
Definition: creature.h:168
@ A_HOSTILE
Definition: creature.h:167
@ A_FRIENDLY
Definition: creature.h:169
@ MATT_ZLAVE
Definition: monster.h:63
@ MATT_FLEE
Definition: monster.h:59
@ NUM_MONSTER_ATTITUDES
Definition: monster.h:64
@ MATT_FRIEND
Definition: monster.h:57
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
@ MATT_NULL
Definition: monster.h:56
@ MATT_IGNORE
Definition: monster.h:60
@ MATT_FPASSIVE
Definition: monster.h:58

References Creature::A_FRIENDLY, Creature::A_HOSTILE, Creature::A_NEUTRAL, MATT_ATTACK, MATT_FLEE, MATT_FOLLOW, MATT_FPASSIVE, MATT_FRIEND, MATT_IGNORE, MATT_NULL, MATT_ZLAVE, NUM_MONSTER_ATTITUDES, and other.

Referenced by game::is_hostile_within(), and show_armor_layers_ui().

◆ avoid_trap()

bool Character::avoid_trap ( const tripoint pos,
const trap tr 
) const
overridevirtual

Called when character triggers a trap, returns true if they don't set it off.

Dexterity increases chance to avoid traps Dodge increases chance to avoid traps

Implements Creature.

Definition at line 10239 of file character.cpp.

10240{
10241 /** @EFFECT_DEX increases chance to avoid traps */
10242
10243 /** @EFFECT_DODGE increases chance to avoid traps */
10244 int myroll = dice( 3, dex_cur + get_skill_level( skill_dodge ) * 1.5 );
10245 int traproll;
10246 if( tr.can_see( pos, *this ) ) {
10247 traproll = dice( 3, tr.get_avoidance() );
10248 } else {
10249 traproll = dice( 6, tr.get_avoidance() );
10250 }
10251
10252 return myroll >= traproll;
10253}
static const skill_id skill_dodge("dodge")
int dice(int number, int sides)
Definition: rng.cpp:85
int get_avoidance() const
Whether triggering the trap can be avoid (if greater than 0) and if so, this is compared to dodge ski...
Definition: trap.h:144
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223

References trap::can_see(), dex_cur, dice(), trap::get_avoidance(), get_skill_level(), pos(), and skill_dodge.

◆ base_age()

int Character::base_age ( ) const

Definition at line 6761 of file character.cpp.

6762{
6763 return init_age;
6764}

References init_age.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_age(), and set_description().

◆ base_height()

int Character::base_height ( ) const

Definition at line 6790 of file character.cpp.

6791{
6792 return init_height;
6793}
int init_height
height at character creation
Definition: character.h:2137

References init_height.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_height(), and set_description().

◆ basic_symbol_color()

nc_color Character::basic_symbol_color ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 5995 of file character.cpp.

5996{
5997 if( has_effect( effect_onfire ) ) {
5998 return c_red;
5999 }
6000 if( has_effect( effect_stunned ) ) {
6001 return c_light_blue;
6002 }
6003 if( has_effect( effect_boomered ) ) {
6004 return c_pink;
6005 }
6006 if( has_active_mutation( trait_id( "SHELL2" ) ) ) {
6007 return c_magenta;
6008 }
6009 if( is_underwater() ) {
6010 return c_blue;
6011 }
6014 return c_dark_gray;
6015 }
6016 if( move_mode == CMM_RUN ) {
6017 return c_yellow;
6018 }
6019 if( move_mode == CMM_CROUCH ) {
6020 return c_light_gray;
6021 }
6022 return c_white;
6023}
static const trait_id trait_DEBUG_CLOAK("DEBUG_CLOAK")
static const efftype_id effect_boomered("boomered")
static const bionic_id bio_cloak("bio_cloak")
static const efftype_id effect_stunned("stunned")
@ CMM_RUN
Definition: character.h:110
@ CMM_CROUCH
Definition: character.h:111
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:365
bool is_wearing_active_optcloak() const
Returns true if the player is wearing an active optical cloak.
Definition: character.cpp:3827
virtual bool is_underwater() const
Definition: creature.cpp:171
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_blue
Definition: color.h:23
#define c_magenta
Definition: color.h:25
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_red
Definition: color.h:21
@ AEP_INVISIBLE
Definition: enums.h:110

References AEP_INVISIBLE, bio_cloak, c_blue, c_dark_gray, c_light_blue, c_light_gray, c_magenta, c_pink, c_red, c_white, c_yellow, CMM_CROUCH, CMM_RUN, effect_boomered, effect_onfire, effect_stunned, has_active_bionic(), has_active_mutation(), has_artifact_with(), Creature::has_effect(), has_trait(), Creature::is_underwater(), is_wearing_active_optcloak(), move_mode, trait_DEBUG_CLOAK, and trait_id.

Referenced by symbol_color().

◆ best_nearby_lifting_assist() [1/2]

int Character::best_nearby_lifting_assist ( ) const

Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range.

Definition at line 2535 of file character.cpp.

2536{
2537 return best_nearby_lifting_assist( this->pos() );
2538}
int best_nearby_lifting_assist() const
Checks for items, tools, and vehicles with the Lifting quality near the character returning the highe...
Definition: character.cpp:2535

References best_nearby_lifting_assist(), and pos().

Referenced by best_nearby_lifting_assist(), can_do_activity_there(), and weight_carried_reduced_by().

◆ best_nearby_lifting_assist() [2/2]

int Character::best_nearby_lifting_assist ( const tripoint world_pos) const

Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g.

vehicle installation/uninstallation)

Definition at line 2540 of file character.cpp.

2541{
2542 const quality_id LIFT( "LIFT" );
2543 int mech_lift = 0;
2544 if( is_mounted() ) {
2545 auto mons = mounted_creature.get();
2546 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
2547 mech_lift = mons->mech_str_addition() + 10;
2548 }
2549 }
2550 return std::max( { this->max_quality( LIFT ), mech_lift,
2551 map_selector( this->pos(), PICKUP_RANGE, false ).max_quality( LIFT ),
2552 vehicle_selector( world_pos, PICKUP_RANGE, false ).max_quality( LIFT )
2553 } );
2554}
int PICKUP_RANGE
Items on the map with at most this distance to the player are considered available for crafting,...
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1610
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
@ MF_RIDEABLE_MECH
Definition: mtype.h:115

References is_mounted(), visitable< T >::max_quality(), visitable< Character >::max_quality(), MF_RIDEABLE_MECH, mounted_creature, PICKUP_RANGE, and pos().

◆ best_quality_item()

item * Character::best_quality_item ( const quality_id qual)

get best quality item that this character has

Definition at line 4728 of file character.cpp.

4729{
4730 std::vector<item *> qual_inv = items_with( [qual]( const item & itm ) {
4731 return itm.has_quality( qual );
4732 } );
4733 item *best_qual = random_entry( qual_inv );
4734 for( const auto elem : qual_inv ) {
4735 if( elem->get_quality( qual ) > best_qual->get_quality( qual ) ) {
4736 best_qual = elem;
4737 }
4738 }
4739 return best_qual;
4740}
bool has_quality(const quality_id &qual, int level=1, int qty=1) const
Returns true if instance has amount (or more) items of at least quality level.
Definition: visitable.cpp:169
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88

References visitable< T >::has_quality(), visitable< Character >::items_with(), and random_entry().

Referenced by chop_plank_activity(), chop_tree_activity(), generic_multi_activity_do(), and monexamine::shear_animal().

◆ best_shield()

item & Character::best_shield ( )

Returns the best item for blocking with.

Definition at line 1575 of file melee.cpp.

1576{
1577 // Note: wielded weapon, not one used for attacks
1578 int best_value = blocking_ability( primary_weapon() );
1579 // "BLOCK_WHILE_WORN" without a blocking tech need to be worn for the bonus
1580 best_value = best_value == 2 ? 0 : best_value;
1581 item *best = best_value > 0 ? &primary_weapon() : &null_item_reference();
1582 for( item &shield : worn ) {
1583 if( shield.has_flag( "BLOCK_WHILE_WORN" ) && blocking_ability( shield ) >= best_value ) {
1584 // in case a mod adds a shield that protects only one arm, the corresponding arm needs to be working
1585 if( shield.covers( bp_arm_l ) || shield.covers( bp_arm_r ) ) {
1586 if( shield.covers( bp_arm_l ) && !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1587 best = &shield;
1588 } else if( shield.covers( bp_arm_r ) && !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1589 best = &shield;
1590 }
1591 // leg guards
1592 } else if( ( shield.covers( bp_leg_l ) || shield.covers( bp_leg_r ) ) &&
1593 get_working_leg_count() >= 1 ) {
1594 best = &shield;
1595 // in case a mod adds an unusual worn blocking item, like a magic bracelet/crown, it's handled here
1596 } else {
1597 best = &shield;
1598 }
1599 }
1600 }
1601
1602 return *best;
1603}
int get_working_leg_count() const
Returns the number of functioning legs.
Definition: character.cpp:1234
bool is_limb_disabled(const bodypart_id &limb) const
Returns true if the limb is disabled(12.5% or less hp)
Definition: character.cpp:1246
item & null_item_reference()
Returns a reference to a null item (see item::is_null).
Definition: item.cpp:322
static int blocking_ability(const item &shield)
Definition: melee.cpp:1560

References blocking_ability(), bp_arm_l, bp_arm_r, bp_leg_l, bp_leg_r, get_working_leg_count(), is_limb_disabled(), null_item_reference(), primary_weapon(), and worn.

Referenced by block_hit().

◆ bionic_armor_bonus()

float Character::bionic_armor_bonus ( const bodypart_id bp,
damage_type  dt 
) const

Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit.

Definition at line 8199 of file character.cpp.

8200{
8201 float result = 0.0f;
8202 if( dt == DT_CUT || dt == DT_STAB ) {
8203 for( const bionic_id &bid : get_bionics() ) {
8204 const auto cut_prot = bid->cut_protec.find( bp.id() );
8205 if( cut_prot != bid->cut_protec.end() ) {
8206 result += cut_prot->second;
8207 }
8208 }
8209 } else if( dt == DT_BASH ) {
8210 for( const bionic_id &bid : get_bionics() ) {
8211 const auto bash_prot = bid->bash_protec.find( bp.id() );
8212 if( bash_prot != bid->bash_protec.end() ) {
8213 result += bash_prot->second;
8214 }
8215 }
8216 } else if( dt == DT_BULLET ) {
8217 for( const bionic_id &bid : get_bionics() ) {
8218 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
8219 if( bullet_prot != bid->bullet_protec.end() ) {
8220 result += bullet_prot->second;
8221 }
8222 }
8223 }
8224
8225 return result;
8226}
std::vector< bionic_id > get_bionics() const
Definition: character.cpp:1783
const string_id< T > & id() const
Definition: ammo_effect.cpp:33

References bionic_data::bash_protec, bionic_data::bullet_protec, bionic_data::cut_protec, DT_BASH, DT_BULLET, DT_CUT, DT_STAB, get_bionics(), and int_id< T >::id().

Referenced by passive_absorb_hit().

◆ bionic_installation_issues()

std::map< bodypart_id, int > Character::bionic_installation_issues ( const bionic_id bioid) const

Definition at line 2609 of file bionics.cpp.

2610{
2611 std::map<bodypart_id, int> issues;
2612 if( !get_option < bool >( "CBM_SLOTS_ENABLED" ) ) {
2613 return issues;
2614 }
2615 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2616 const int lacked_slots = elem.second - get_free_bionics_slots( elem.first );
2617 if( lacked_slots > 0 ) {
2618 issues.emplace( elem.first, lacked_slots );
2619 }
2620 }
2621 return issues;
2622}
int get_free_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2629
std::map< bodypart_str_id, int > occupied_bodyparts
Body part slots used to install this bionic, mapped to the amount of space required.
Definition: bionics.h:95

References get_free_bionics_slots(), and bionic_data::occupied_bodyparts.

Referenced by can_install_bionics(), and item::color_in_inventory().

◆ bionics_adjusted_skill()

float Character::bionics_adjusted_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate skill for (un)installing bionics.

Definition at line 1955 of file bionics.cpp.

1959{
1960 int pl_skill = bionics_pl_skill( most_important_skill, important_skill, least_important_skill,
1961 skill_level );
1962
1963 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
1964 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
1965 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>( 10.0 ) );
1966 adjusted_skill *= env_surgery_bonus( 1 ) + get_effect_int( effect_assisted );
1967 return adjusted_skill;
1968}
static const efftype_id effect_assisted("assisted")
float env_surgery_bonus(int radius)
Calculate skill bonus from tiles in radius.
Definition: bionics.cpp:2341
int bionics_pl_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate non adjusted skill for (un)installing bionics.
Definition: bionics.cpp:1970
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1270

References bionics_pl_skill(), effect_assisted, env_surgery_bonus(), and Creature::get_effect_int().

Referenced by best_installer(), can_install_bionics(), can_uninstall_bionic(), bionic_install_preset::get_failure_chance(), bionic_install_surgeon_preset::get_failure_chance(), bionic_uninstall_preset::get_failure_chance(), install_bionics(), game::save_cyborg(), and uninstall_bionic().

◆ bionics_install_failure()

void Character::bionics_install_failure ( const std::string &  installer,
int  difficulty,
int  success,
float  adjusted_skill 
)

Definition at line 2502 of file bionics.cpp.

2504{
2505 // "success" should be passed in as a negative integer representing how far off we
2506 // were for a successful install. We use this to determine consequences for failing.
2507 success = std::abs( success );
2508
2509 // failure level is decided by how far off the character was from a successful install, and
2510 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
2511 // difficulties), only minor consequences occur. At low skill levels, severe consequences
2512 // are more likely.
2513 int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty / adjusted_skill ) );
2514 int fail_type = ( failure_level > 5 ? 5 : failure_level );
2515
2516 if( installer != "NOT_MED" ) {
2517 //~"Complications" is USian medical-speak for "unintended damage from a medical procedure".
2518 add_msg( m_neutral, _( "%s training helps to minimize the complications." ),
2519 installer );
2520 // In addition to the bonus, medical residents know enough OR protocol to avoid botching.
2521 // Take MD and be immune to faulty bionics.
2522 if( fail_type > 3 ) {
2523 fail_type = rng( 1, 3 );
2524 }
2525 }
2526
2527 switch( fail_type ) {
2528 case 0:
2529 case 1:
2531 break;
2532 case 2:
2533 case 3:
2534 do_damage_for_bionic_failure( 5, difficulty * 5 );
2535 break;
2536 case 4:
2537 case 5: {
2538 std::vector<bionic_id> valid;
2539 std::copy_if( begin( faulty_bionics ), end( faulty_bionics ), std::back_inserter( valid ),
2540 [&]( const bionic_id & id ) {
2541 return !has_bionic( id );
2542 } );
2543
2544 // We've got all the bad bionics!
2545 if( valid.empty() ) {
2546 if( has_max_power() ) {
2547 units::energy old_power = get_max_power_level();
2548 add_msg( m_bad, _( "%s lose power capacity!" ), disp_name() );
2553 }
2554 if( is_player() ) {
2555 g->memorial().add(
2556 pgettext( "memorial_male", "Lost %d units of power capacity." ),
2557 pgettext( "memorial_female", "Lost %d units of power capacity." ),
2558 units::to_kilojoule( old_power - get_max_power_level() ) );
2559 }
2560 // If no faults available and no power capacity, downgrade to second-worst complication.
2561 } else {
2562 do_damage_for_bionic_failure( 5, difficulty * 5 );
2563 break;
2564 }
2565 } else {
2566 const bionic_id &id = random_entry( valid );
2567 add_bionic( id );
2568 g->events().send<event_type::installs_faulty_cbm>( getID(), id );
2569 add_msg( m_bad,
2570 _( "Complication in installation caused a malfunction - %s. Uninstall it to clear the malfunction." ),
2571 id.obj().name );
2572 }
2573 }
2574 break;
2575 }
2576
2577}
bool has_max_power() const
Definition: character.cpp:1940
void set_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1908
void do_damage_for_bionic_failure(int min_damage, int max_damage)
Definition: bionics.cpp:2462
@ installs_faulty_cbm
std::vector< bionic_id > faulty_bionics
Definition: bionics.cpp:216
const char * pgettext(const char *context, const char *msgid)

References _, add_bionic(), add_msg(), disp_name(), do_damage_for_bionic_failure(), anonymous_namespace{bionics.cpp}::faulty_bionics, units::from_kilojoule(), g, get_max_power_level(), getID(), has_bionic(), has_max_power(), id, installs_faulty_cbm, Creature::is_player(), m_bad, m_neutral, name, pgettext(), random_entry(), rng(), set_max_power_level(), behavior::success, and units::to_kilojoule().

Referenced by perform_install().

◆ bionics_pl_skill()

int Character::bionics_pl_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate non adjusted skill for (un)installing bionics.

Definition at line 1970 of file bionics.cpp.

1973{
1974 int pl_skill;
1975 if( skill_level == -1 ) {
1976 pl_skill = int_cur * 4 +
1977 get_skill_level( most_important_skill ) * 4 +
1978 get_skill_level( important_skill ) * 3 +
1979 get_skill_level( least_important_skill ) * 1;
1980 } else {
1981 // override chance as though all values were skill_level if it is provided
1982 pl_skill = 12 * skill_level;
1983 }
1984
1985 // Medical residents have some idea what they're doing
1986 if( has_trait( trait_PROF_MED ) ) {
1987 pl_skill += 3;
1988 }
1989
1990 // People trained in bionics gain an additional advantage towards using it
1991 if( has_trait( trait_PROF_AUTODOC ) ) {
1992 pl_skill += 7;
1993 }
1994 return pl_skill;
1995}
static const trait_id trait_PROF_MED("PROF_MED")
static const trait_id trait_PROF_AUTODOC("PROF_AUTODOC")

References get_skill_level(), has_trait(), int_cur, trait_PROF_AUTODOC, and trait_PROF_MED.

Referenced by bionics_adjusted_skill(), install_bionics(), and uninstall_bionic().

◆ bionics_uninstall_failure() [1/2]

void Character::bionics_uninstall_failure ( int  difficulty,
int  success,
float  adjusted_skill 
)

When a player fails the surgery.

Definition at line 1846 of file bionics.cpp.

1847{
1848 // "success" should be passed in as a negative integer representing how far off we
1849 // were for a successful removal. We use this to determine consequences for failing.
1850 success = std::abs( success );
1851
1852 // failure level is decided by how far off the character was from a successful removal, and
1853 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1854 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1855 // are more likely.
1856 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1857 adjusted_skill ) );
1858 const int fail_type = std::min( 5, failure_level );
1859
1860 if( fail_type <= 1 ) {
1861 add_msg( m_neutral, _( "The removal fails without incident." ) );
1862 return;
1863 }
1864
1865 add_msg( m_neutral, _( "The removal is a failure." ) );
1866 std::set<body_part> bp_hurt;
1867 switch( fail_type ) {
1868 case 2:
1869 case 3:
1871 break;
1872
1873 case 4:
1874 case 5:
1875 do_damage_for_bionic_failure( 5, difficulty * 5 );
1876 break;
1877 }
1878
1879}

References _, add_msg(), do_damage_for_bionic_failure(), m_neutral, and behavior::success.

Referenced by perform_uninstall(), and uninstall_bionic().

◆ bionics_uninstall_failure() [2/2]

void Character::bionics_uninstall_failure ( monster installer,
player patient,
int  difficulty,
int  success,
float  adjusted_skill 
)

When a monster fails the surgery.

Definition at line 1881 of file bionics.cpp.

1883{
1884
1885 // "success" should be passed in as a negative integer representing how far off we
1886 // were for a successful removal. We use this to determine consequences for failing.
1887 success = std::abs( success );
1888
1889 // failure level is decided by how far off the monster was from a successful removal, and
1890 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1891 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1892 // are more likely.
1893 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1894 adjusted_skill ) );
1895 const int fail_type = std::min( 5, failure_level );
1896
1897 bool u_see = sees( patient );
1898
1899 if( u_see || patient.is_player() ) {
1900 if( fail_type <= 1 ) {
1901 add_msg( m_neutral, _( "The removal fails without incident." ) );
1902 return;
1903 }
1904 switch( rng( 1, 5 ) ) {
1905 case 1:
1906 add_msg( m_mixed, _( "The %s flub the operation." ), installer.name() );
1907 break;
1908 case 2:
1909 add_msg( m_mixed, _( "The %s messes up the operation." ), installer.name() );
1910 break;
1911 case 3:
1912 add_msg( m_mixed, _( "The operation fails." ) );
1913 break;
1914 case 4:
1915 add_msg( m_mixed, _( "The operation is a failure." ) );
1916 break;
1917 case 5:
1918 add_msg( m_mixed, _( "The %s screws up the operation." ), installer.name() );
1919 break;
1920 }
1921 }
1922 switch( fail_type ) {
1923 case 2:
1924 case 3:
1925 do_damage_for_bionic_failure( failure_level, failure_level * 2 );
1926 break;
1927
1928 case 4:
1929 case 5:
1930 do_damage_for_bionic_failure( 5, difficulty * 5 );
1931 break;
1932 }
1933}
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
bool is_player() const override
Definition: player.h:93

References _, add_msg(), do_damage_for_bionic_failure(), player::is_player(), m_mixed, m_neutral, monster::name(), rng(), sees(), and behavior::success.

◆ bionics_weight()

units::mass Character::bionics_weight ( ) const

Definition at line 6744 of file character.cpp.

6745{
6746 units::mass bio_weight = 0_gram;
6747 for( const bionic_id &bid : get_bionics() ) {
6748 if( !bid->included ) {
6749 bio_weight += bid->itype()->weight;
6750 }
6751 }
6752 return bio_weight;
6753}

References get_bionics().

Referenced by get_weight().

◆ block_hit()

bool Character::block_hit ( Creature source,
bodypart_id bp_hit,
damage_instance dam 
)
overridevirtual

Checks for valid block abilities and reduces damage accordingly.

Returns true if the player blocks

Strength increases attack blocking effectiveness with a limb or worn/wielded item Unarmed increases attack blocking effectiveness with a limb or worn/wielded item

Implements Creature.

Definition at line 1605 of file melee.cpp.

1606{
1607 // Shouldn't block if player is asleep
1609 return false;
1610 }
1611
1612 // fire martial arts on-getting-hit-triggered effects
1613 // these fire even if the attack is blocked (you still got hit)
1614 martial_arts_data->ma_ongethit_effects( *this );
1615
1616 if( blocks_left < 1 ) {
1617 return false;
1618 }
1619
1620 blocks_left--;
1621
1622 // This bonus absorbs damage from incoming attacks before they land,
1623 // but it still counts as a block even if it absorbs all the damage.
1624 float total_phys_block = mabuff_block_bonus();
1625
1626 // Extract this to make it easier to implement shields/multiwield later
1627 item &shield = best_shield();
1628 block_bonus = blocking_ability( shield );
1629 bool conductive_shield = shield.conductive();
1630 bool unarmed = primary_weapon().has_flag( "UNARMED_WEAPON" ) || primary_weapon().is_null();
1631 bool force_unarmed = martial_arts_data->is_force_unarmed();
1632
1633 int melee_skill = get_skill_level( skill_melee );
1634 int unarmed_skill = get_skill_level( skill_unarmed );
1635
1636 // Check if we are going to block with an item. This could
1637 // be worn equipment with the BLOCK_WHILE_WORN flag.
1638 const bool has_shield = !shield.is_null();
1639
1640 // boolean check if blocking is being done with unarmed or not
1641 const bool item_blocking = !force_unarmed && has_shield && !unarmed;
1642
1643 int block_score = 1;
1644
1645 /** @EFFECT_STR increases attack blocking effectiveness with a limb or worn/wielded item */
1646 /** @EFFECT_UNARMED increases attack blocking effectiveness with a limb or worn/wielded item */
1647 if( ( unarmed || force_unarmed ) ) {
1648 if( martial_arts_data->can_limb_block( *this ) ) {
1649 // block_bonus for limb blocks will be added when the limb is decided
1650 block_score = str_cur + melee_skill + unarmed_skill;
1651 } else if( has_shield ) {
1652 // We can still block with a worn item while unarmed. Use higher of melee and unarmed
1653 block_score = str_cur + block_bonus + std::max( melee_skill, unarmed_skill );
1654 }
1655 } else if( has_shield ) {
1656 block_score = str_cur + block_bonus + get_skill_level( skill_melee );
1657 } else {
1658 // Can't block with limbs or items (do not block)
1659 return false;
1660 }
1661
1662 // weapon blocks are preferred to limb blocks
1663 std::string thing_blocked_with;
1664 if( !force_unarmed && has_shield ) {
1665 thing_blocked_with = shield.tname();
1666 // TODO: Change this depending on damage blocked
1667 float wear_modifier = 1.0f;
1668 if( source != nullptr && source->is_hallucination() ) {
1669 wear_modifier = 0.0f;
1670 }
1671
1672 handle_melee_wear( shield, wear_modifier );
1673 } else {
1674 std::vector<bodypart_id> block_parts;
1675 if( martial_arts_data->can_leg_block( *this ) ) {
1676 block_parts.emplace_back( bodypart_id( "leg_l" ) );
1677 block_parts.emplace_back( bodypart_id( "leg_r" ) );
1678 }
1679 // If you have no martial arts you can still try to block with your arms.
1680 // But martial arts with leg blocks only don't magically get arm blocks.
1681 // Edge case: Leg block only martial arts gain arm blocks if both legs broken.
1682 if( martial_arts_data->can_arm_block( *this ) || block_parts.empty() ) {
1683 block_parts.emplace_back( bodypart_id( "arm_l" ) );
1684 block_parts.emplace_back( bodypart_id( "arm_r" ) );
1685 }
1686 block_parts.erase( std::remove_if( block_parts.begin(),
1687 block_parts.end(), [this]( bodypart_id & bpid ) {
1688 return get_part_hp_cur( bpid ) <= 0;
1689 } ), block_parts.end() );
1690
1691 const auto part_hp_cmp = [this]( const bodypart_id & lhs, const bodypart_id & rhs ) {
1692 return get_part_hp_cur( lhs ) < get_part_hp_cur( rhs );
1693 };
1694 auto healthiest = std::max_element( block_parts.begin(), block_parts.end(), part_hp_cmp );
1695 if( healthiest == block_parts.end() ) {
1696 // We have no parts with HP to block with.
1697 blocks_left = 0;
1698 return false;
1699 }
1700 bp_hit = *healthiest;
1701
1702 thing_blocked_with = body_part_name( bp_hit->token );
1703 }
1704
1705 if( has_shield ) {
1706 // Does our shield cover the limb we blocked with? If so, add the block bonus.
1707 block_score += shield.covers( bp_hit->token ) ? block_bonus : 0;
1708 }
1709
1710 // Map block_score to the logistic curve for a number between 1 and 0.
1711 // Basic beginner character (str 8, skill 0, basic weapon)
1712 // Will have a score around 10 and block about %15 of incoming damage.
1713 // More proficient melee character (str 10, skill 4, wbock_2 weapon)
1714 // will have a score of 20 and block about 45% of damage.
1715 // A highly expert character (str 14, skill 8 wblock_2)
1716 // will have a score in the high 20s and will block about 80% of damage.
1717 // As the block score approaches 40, damage making it through will dwindle
1718 // to nothing, at which point we're relying on attackers hitting enough to drain blocks.
1719 const float physical_block_multiplier = logarithmic_range( 0, 40, block_score );
1720
1721 float total_damage = 0.0;
1722 float damage_blocked = 0.0;
1723
1724 for( auto &elem : dam.damage_units ) {
1725 total_damage += elem.amount;
1726
1727 // block physical damage "normally"
1728 if( elem.type == DT_BASH || elem.type == DT_CUT || elem.type == DT_STAB ) {
1729 // use up our flat block bonus first
1730 float block_amount = std::min( total_phys_block, elem.amount );
1731 total_phys_block -= block_amount;
1732 elem.amount -= block_amount;
1733 damage_blocked += block_amount;
1734
1735 if( elem.amount <= std::numeric_limits<float>::epsilon() ) {
1736 continue;
1737 }
1738
1739 float previous_amount = elem.amount;
1740 elem.amount *= physical_block_multiplier;
1741 damage_blocked += previous_amount - elem.amount;
1742 }
1743
1744 // non-electrical "elemental" damage types do their full damage if unarmed,
1745 // but severely mitigated damage if not
1746 else if( elem.type == DT_HEAT || elem.type == DT_ACID || elem.type == DT_COLD ) {
1747 // Unarmed weapons won't block those
1748 if( item_blocking ) {
1749 float previous_amount = elem.amount;
1750 elem.amount /= 5;
1751 damage_blocked += previous_amount - elem.amount;
1752 }
1753 // electrical damage deals full damage if unarmed OR wielding a
1754 // conductive weapon
1755 } else if( elem.type == DT_ELECTRIC ) {
1756 // Unarmed weapons and conductive weapons won't block this
1757 if( item_blocking && !conductive_shield ) {
1758 float previous_amount = elem.amount;
1759 elem.amount /= 5;
1760 damage_blocked += previous_amount - elem.amount;
1761 }
1762 }
1763 }
1764
1765 std::string damage_blocked_description;
1766 // good/bad/ugly add_msg color code?
1767 // none, hardly any, a little, some, most, all
1768 float blocked_ratio = 0.0f;
1769 if( total_damage > std::numeric_limits<float>::epsilon() ) {
1770 blocked_ratio = ( total_damage - damage_blocked ) / total_damage;
1771 }
1772 if( blocked_ratio < std::numeric_limits<float>::epsilon() ) {
1773 //~ Damage amount in "You block <damage amount> with your <weapon>."
1774 damage_blocked_description = pgettext( "block amount", "all of the damage" );
1775 } else if( blocked_ratio < 0.2 ) {
1776 //~ Damage amount in "You block <damage amount> with your <weapon>."
1777 damage_blocked_description = pgettext( "block amount", "nearly all of the damage" );
1778 } else if( blocked_ratio < 0.4 ) {
1779 //~ Damage amount in "You block <damage amount> with your <weapon>."
1780 damage_blocked_description = pgettext( "block amount", "most of the damage" );
1781 } else if( blocked_ratio < 0.6 ) {
1782 //~ Damage amount in "You block <damage amount> with your <weapon>."
1783 damage_blocked_description = pgettext( "block amount", "a lot of the damage" );
1784 } else if( blocked_ratio < 0.8 ) {
1785 //~ Damage amount in "You block <damage amount> with your <weapon>."
1786 damage_blocked_description = pgettext( "block amount", "some of the damage" );
1787 } else if( blocked_ratio > std::numeric_limits<float>::epsilon() ) {
1788 //~ Damage amount in "You block <damage amount> with your <weapon>."
1789 damage_blocked_description = pgettext( "block amount", "a little of the damage" );
1790 } else {
1791 //~ Damage amount in "You block <damage amount> with your <weapon>."
1792 damage_blocked_description = pgettext( "block amount", "none of the damage" );
1793 }
1795 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1796 _( "You block %1$s with your %2$s!" ),
1797 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1798 _( "<npcname> blocks %1$s with their %2$s!" ),
1799 damage_blocked_description, thing_blocked_with );
1800
1801 // fire martial arts block-triggered effects
1802 martial_arts_data->ma_onblock_effects( *this );
1803
1804 // Check if we have any block counters
1805 matec_id tec = pick_technique( *source, shield, false, false, true );
1806
1807 if( tec != tec_none && !is_dead_state() ) {
1808 if( get_stamina() < get_stamina_max() / 3 ) {
1809 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
1810 } else if( primary_weapon().made_of( material_id( "glass" ) ) ) {
1811 add_msg( m_bad, _( "The item you are wielding is too fragile to counterattack with!" ) );
1812 } else {
1813 melee_attack( *source, false, &tec );
1814 }
1815 }
1816
1817 return true;
1818}
std::string body_part_name(body_part bp, int number)
Returns the matching name of the body_part token.
Definition: bodypart.cpp:319
double logarithmic_range(int min, int max, int pos)
Normalized logistic function.
int blocks_left
Definition: character.h:568
matec_id pick_technique(Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
Returns a random valid technique.
Definition: melee.cpp:1146
int mabuff_block_bonus() const
Returns the block bonus from martial arts buffs.
bool in_sleep_state() const override
Definition: character.cpp:9297
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:416
bool handle_melee_wear(item &shield, float wear_multiplier=1.0f)
Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.
Definition: melee.cpp:188
item & best_shield()
Returns the best item for blocking with.
Definition: melee.cpp:1575
bool made_of(const material_id &m) const override
Definition: character.cpp:6229
virtual bool is_hallucination() const =0
virtual void add_msg_player_or_npc(const std::string &, const std::string &) const
Definition: creature.h:685
int block_bonus
Definition: creature.h:836
bool conductive() const
Whether the items is conductive.
Definition: item.cpp:6478
@ DT_COLD
Definition: damage.h:29
@ DT_ELECTRIC
Definition: damage.h:30
@ DT_ACID
Definition: damage.h:26
static const efftype_id effect_narcosis("narcosis")
static const matec_id tec_none("tec_none")
static const skill_id skill_unarmed("unarmed")

References _, add_msg(), Creature::add_msg_player_or_npc(), best_shield(), Creature::block_bonus, blocking_ability(), blocks_left, body_part_name(), item::conductive(), item::covers(), damage_instance::damage_units, DT_ACID, DT_BASH, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_STAB, effect_narcosis, Creature::get_part_hp_cur(), get_skill_level(), get_stamina(), get_stamina_max(), handle_melee_wear(), Creature::has_effect(), item::has_flag(), in_sleep_state(), is_dead_state(), Creature::is_hallucination(), item::is_null(), logarithmic_range(), m_bad, mabuff_block_bonus(), made_of(), martial_arts_data, melee_attack(), pgettext(), pick_technique(), primary_weapon(), skill_melee, skill_unarmed, str_cur, tec_none, and item::tname().

◆ blood_loss()

int Character::blood_loss ( const bodypart_id bp) const

Define blood loss (in percents)

Definition at line 5703 of file character.cpp.

5704{
5705 int hp_cur_sum = get_part_hp_cur( bp );
5706 int hp_max_sum = get_part_hp_max( bp );
5707
5708 if( bp == bodypart_id( "leg_l" ) || bp == bodypart_id( "leg_r" ) ) {
5709 hp_cur_sum = get_part_hp_cur( bodypart_id( "leg_l" ) ) + get_part_hp_cur( bodypart_id( "leg_r" ) );
5710 hp_max_sum = get_part_hp_max( bodypart_id( "leg_l" ) ) + get_part_hp_max( bodypart_id( "leg_r" ) );
5711 } else if( bp == bodypart_id( "arm_l" ) || bp == bodypart_id( "arm_r" ) ) {
5712 hp_cur_sum = get_part_hp_cur( bodypart_id( "arm_l" ) ) + get_part_hp_cur( bodypart_id( "arm_r" ) );
5713 hp_max_sum = get_part_hp_max( bodypart_id( "arm_l" ) ) + get_part_hp_max( bodypart_id( "arm_r" ) );
5714 }
5715
5716 hp_cur_sum = std::min( hp_max_sum, std::max( 0, hp_cur_sum ) );
5717 hp_max_sum = std::max( hp_max_sum, 1 );
5718 return 100 - ( 100 * hp_cur_sum ) / hp_max_sum;
5719}
int get_part_hp_max(const bodypart_id &id) const
Definition: creature.cpp:1586

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

◆ bloodType()

field_type_id Character::bloodType ( ) const
overridevirtual

Implements Creature.

Definition at line 499 of file character.cpp.

500{
501 if( has_trait( trait_ACIDBLOOD ) ) {
502 return fd_acid;
503 }
505 return fd_blood_veggy;
506 }
508 return fd_blood_insect;
509 }
512 }
513 return fd_blood;
514}
static const trait_id trait_THRESH_CEPHALOPOD("THRESH_CEPHALOPOD")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const trait_id trait_THRESH_INSECT("THRESH_INSECT")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const trait_id trait_THRESH_SPIDER("THRESH_SPIDER")
field_type_id fd_blood_insect
Definition: field_type.cpp:363
field_type_id fd_blood_invertebrate
Definition: field_type.cpp:364
field_type_id fd_blood_veggy
Definition: field_type.cpp:362
field_type_id fd_blood
Definition: field_type.cpp:336
field_type_id fd_acid
Definition: field_type.cpp:342

References fd_acid, fd_blood, fd_blood_insect, fd_blood_invertebrate, fd_blood_veggy, has_trait(), trait_ACIDBLOOD, trait_THRESH_CEPHALOPOD, trait_THRESH_INSECT, trait_THRESH_PLANT, and trait_THRESH_SPIDER.

◆ blossoms()

void Character::blossoms ( )

Definition at line 8767 of file character.cpp.

8768{
8769 // Player blossoms are shorter-ranged, but you can fire much more frequently if you like.
8770 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8771 map &here = get_map();
8772 for( const tripoint &tmp : here.points_in_radius( pos(), 2 ) ) {
8773 here.add_field( tmp, fd_fungal_haze, rng( 1, 2 ) );
8774 }
8775}
field_type_id fd_fungal_haze
Definition: field_type.cpp:374

References _, map::add_field(), sounds::combat, fd_fungal_haze, get_map(), map::points_in_radius(), pos(), rng(), and sounds::sound().

Referenced by activate_mutation(), and suffer_while_awake().

◆ bmi()

float Character::bmi ( ) const

Definition at line 6734 of file character.cpp.

6735{
6736 return 25;
6737}

Referenced by bodyweight(), debug_menu::debug(), character_display::disp_info(), and suffer_mutation_power().

◆ bmr()

int Character::bmr ( ) const

Definition at line 6841 of file character.cpp.

6842{
6843 return metabolic_rate_base() * 2500;
6844}
float metabolic_rate_base() const
Stable base metabolic rate due to traits.

References metabolic_rate_base().

Referenced by debug_menu::debug(), fall_asleep(), get_hunger_description(), and update_stomach().

◆ body_window()

hp_part Character::body_window ( const std::string &  menu_header,
bool  show_all,
bool  precise,
int  normal_bonus,
int  head_bonus,
int  torso_bonus,
float  bleed,
float  bite,
float  infect,
float  bandage_power,
float  disinfectant_power 
) const

Displays menu with body part hp, optionally with hp estimation after healing.

Returns selected part. menu_header - name of item that triggers this menu show_all - show and enable choice of all limbs, not only healable precise - show numerical hp normal_bonus - heal normal limb head_bonus - heal head torso_bonus - heal torso bleed - chance to stop bleeding bite - chance to remove bite infect - chance to remove infection bandage_power - quality of bandage disinfectant_power - quality of disinfectant

Definition at line 5733 of file character.cpp.

5737{
5738 /* This struct establishes some kind of connection between the hp_part (which can be healed and
5739 * have HP) and the body_part. Note that there are more body_parts than hp_parts. For example:
5740 * Damage to bp_head, bp_eyes and bp_mouth is all applied on the HP of hp_head. */
5741 struct healable_bp {
5742 mutable bool allowed;
5743 bodypart_id bp;
5744 hp_part hp;
5745 std::string name; // Translated name as it appears in the menu.
5746 int bonus;
5747 };
5748 /* The array of the menu entries show to the player. The entries are displayed in this order,
5749 * it may be changed here. */
5750 std::array<healable_bp, num_hp_parts> parts = { {
5751 { false, bodypart_id( "head" ), hp_head, _( "Head" ), head_bonus },
5752 { false, bodypart_id( "torso" ), hp_torso, _( "Torso" ), torso_bonus },
5753 { false, bodypart_id( "arm_l" ), hp_arm_l, _( "Left Arm" ), normal_bonus },
5754 { false, bodypart_id( "arm_r" ), hp_arm_r, _( "Right Arm" ), normal_bonus },
5755 { false, bodypart_id( "leg_l" ), hp_leg_l, _( "Left Leg" ), normal_bonus },
5756 { false, bodypart_id( "leg_r" ), hp_leg_r, _( "Right Leg" ), normal_bonus },
5757 }
5758 };
5759
5760 int max_bp_name_len = 0;
5761 for( const auto &e : parts ) {
5762 max_bp_name_len = std::max( max_bp_name_len, utf8_width( e.name ) );
5763 }
5764
5765 uilist bmenu;
5766 bmenu.desc_enabled = true;
5767 bmenu.text = menu_header;
5768
5769 bmenu.hilight_disabled = true;
5770 bool is_valid_choice = false;
5771
5772 for( size_t i = 0; i < parts.size(); i++ ) {
5773 const auto &e = parts[i];
5774 const bodypart_id &bp = e.bp;
5775 const body_part bp_token = bp->token;
5776 const int maximal_hp = get_part_hp_max( bp );
5777 const int current_hp = get_part_hp_cur( bp );
5778 // This will c_light_gray if the part does not have any effects cured by the item/effect
5779 // (e.g. it cures only bites, but the part does not have a bite effect)
5780 const nc_color state_col = limb_color( bp, bleed > 0.0f, bite > 0.0f, infect > 0.0f );
5781 const bool has_curable_effect = state_col != c_light_gray;
5782 // The same as in the main UI sidebar. Independent of the capability of the healing item/effect!
5783 const nc_color all_state_col = limb_color( bp, true, true, true );
5784 // Broken means no HP can be restored, it requires surgical attention.
5785 const bool limb_is_broken = is_limb_broken( bp );
5786 const bool limb_is_mending = limb_is_broken &&
5788
5789 if( show_all ) {
5790 e.allowed = true;
5791 } else if( has_curable_effect ) {
5792 e.allowed = true;
5793 } else if( limb_is_broken ) {
5794 e.allowed = false;
5795 } else if( current_hp < maximal_hp && ( e.bonus != 0 || bandage_power > 0.0f ||
5796 disinfectant_power > 0.0f ) ) {
5797 e.allowed = true;
5798 } else {
5799 e.allowed = false;
5800 }
5801
5802 std::string msg;
5803 std::string desc;
5804 bool bleeding = has_effect( effect_bleed, bp_token );
5805 bool bitten = has_effect( effect_bite, bp_token );
5806 bool infected = has_effect( effect_infected, bp_token );
5807 bool bandaged = has_effect( effect_bandaged, bp_token );
5808 bool disinfected = has_effect( effect_disinfected, bp_token );
5809 const int b_power = get_effect_int( effect_bandaged, bp_token );
5810 const int d_power = get_effect_int( effect_disinfected, bp_token );
5811 int new_b_power = static_cast<int>( std::floor( bandage_power ) );
5812 if( bandaged ) {
5813 const effect &eff = get_effect( effect_bandaged, bp_token );
5814 if( new_b_power > eff.get_max_intensity() ) {
5815 new_b_power = eff.get_max_intensity();
5816 }
5817
5818 }
5819 int new_d_power = static_cast<int>( std::floor( disinfectant_power ) );
5820
5821 const auto &aligned_name = std::string( max_bp_name_len - utf8_width( e.name ), ' ' ) + e.name;
5822 std::string hp_str;
5823 if( limb_is_mending ) {
5824 desc += colorize( _( "It is broken but has been set and just needs time to heal." ),
5825 c_blue ) + "\n";
5826 const auto &eff = get_effect( effect_mending, bp_token );
5827 const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration();
5828
5829 if( precise ) {
5830 hp_str = colorize( string_format( "=%2d%%=", mend_perc ), c_blue );
5831 } else {
5832 const int num = mend_perc / 20;
5833 hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), c_blue );
5834 }
5835 } else if( limb_is_broken ) {
5836 desc += colorize( _( "It is broken. It needs a splint or surgical attention." ), c_red ) + "\n";
5837 hp_str = "==%==";
5838 } else if( precise ) {
5839 hp_str = string_format( "%d", current_hp );
5840 } else {
5841 std::pair<std::string, nc_color> h_bar = get_hp_bar( current_hp, maximal_hp, false );
5842 hp_str = colorize( h_bar.first, h_bar.second ) +
5843 colorize( std::string( 5 - utf8_width( h_bar.first ), '.' ), c_white );
5844 }
5845 msg += colorize( aligned_name, all_state_col ) + " " + hp_str;
5846
5847 // BLEEDING block
5848 if( bleeding ) {
5849 desc += colorize( string_format( "%s: %s", get_effect( effect_bleed, bp_token ).get_speed_name(),
5850 get_effect( effect_bleed, bp_token ).disp_short_desc() ), c_red ) + "\n";
5851 if( bleed > 0.0f ) {
5852 desc += colorize( string_format( _( "Chance to stop: %d %%" ),
5853 static_cast<int>( bleed * 100 ) ), c_light_green ) + "\n";
5854 } else {
5855 desc += colorize( _( "This will not stop the bleeding." ),
5856 c_yellow ) + "\n";
5857 }
5858 }
5859 // BANDAGE block
5860 if( bandaged ) {
5861 desc += string_format( _( "Bandaged [%s]" ), texitify_healing_power( b_power ) ) + "\n";
5862 if( new_b_power > b_power ) {
5863 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5864 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5865 } else if( new_b_power > 0 ) {
5866 desc += colorize( _( "You don't expect any improvement from using this." ), c_yellow ) + "\n";
5867 }
5868 } else if( new_b_power > 0 && e.allowed ) {
5869 desc += colorize( string_format( _( "Expected bandage quality: %s" ),
5870 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5871 }
5872 // BITTEN block
5873 if( bitten ) {
5874 desc += colorize( string_format( "%s: ", get_effect( effect_bite,
5875 bp_token ).get_speed_name() ), c_red );
5876 desc += colorize( _( "It has a deep bite wound that needs cleaning." ), c_red ) + "\n";
5877 if( bite > 0 ) {
5878 desc += colorize( string_format( _( "Chance to clean and disinfect: %d %%" ),
5879 static_cast<int>( bite * 100 ) ), c_light_green ) + "\n";
5880 } else {
5881 desc += colorize( _( "This will not help in cleaning this wound." ), c_yellow ) + "\n";
5882 }
5883 }
5884 // INFECTED block
5885 if( infected ) {
5887 bp_token ).get_speed_name() ), c_red );
5888 desc += colorize( _( "It has a deep wound that looks infected. Antibiotics might be required." ),
5889 c_red ) + "\n";
5890 if( infect > 0 ) {
5891 desc += colorize( string_format( _( "Chance to heal infection: %d %%" ),
5892 static_cast<int>( infect * 100 ) ), c_light_green ) + "\n";
5893 } else {
5894 desc += colorize( _( "This will not help in healing infection." ), c_yellow ) + "\n";
5895 }
5896 }
5897 // DISINFECTANT (general) block
5898 if( disinfected ) {
5899 desc += string_format( _( "Disinfected [%s]" ),
5900 texitify_healing_power( d_power ) ) + "\n";
5901 if( new_d_power > d_power ) {
5902 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5903 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
5904 } else if( new_d_power > 0 ) {
5905 desc += colorize( _( "You don't expect any improvement from using this." ),
5906 c_yellow ) + "\n";
5907 }
5908 } else if( new_d_power > 0 && e.allowed ) {
5909 desc += colorize( string_format(
5910 _( "Expected disinfection quality: %s" ),
5911 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
5912 }
5913 // END of blocks
5914
5915 if( ( !e.allowed && !limb_is_broken ) || ( show_all && current_hp == maximal_hp &&
5916 !limb_is_broken && !bitten && !infected && !bleeding ) ) {
5917 desc += colorize( _( "Healthy." ), c_green ) + "\n";
5918 }
5919 if( !e.allowed ) {
5920 desc += colorize( _( "You don't expect any effect from using this." ), c_yellow );
5921 } else {
5922 is_valid_choice = true;
5923 }
5924 bmenu.addentry_desc( i, e.allowed, MENU_AUTOASSIGN, msg, desc );
5925 }
5926
5927 if( !is_valid_choice ) { // no body part can be chosen for this item/effect
5928 bmenu.init();
5929 bmenu.desc_enabled = false;
5930 bmenu.text = _( "No limb would benefit from it." );
5931 bmenu.addentry( parts.size(), true, 'q', "%s", _( "Cancel" ) );
5932 }
5933
5934 bmenu.query();
5935 if( bmenu.ret >= 0 && static_cast<size_t>( bmenu.ret ) < parts.size() &&
5936 parts[bmenu.ret].allowed ) {
5937 return parts[bmenu.ret].hp;
5938 } else {
5939 return num_hp_parts;
5940 }
5941}
int utf8_width(const char *s, const bool ignore_tags)
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_infected("infected")
static const efftype_id effect_bite("bite")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const std::string flag_SPLINT("SPLINT")
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3249
nc_color limb_color(const bodypart_id &bp, bool bleed, bool bite, bool infect) const
Definition: character.cpp:5943
bool is_limb_broken(const bodypart_id &limb) const
Returns true if the limb is broken.
Definition: character.cpp:1253
virtual void bleed() const
Adds an appropriate blood splatter.
Definition: creature.cpp:127
int get_max_intensity() const
Returns the maximum intensity of an effect.
Definition: effect.cpp:853
time_duration get_duration() const
Returns the remaining duration of an effect.
Definition: effect.cpp:797
bool is_null() const
Returns true if the effect is the result of effect(), ie.
Definition: effect.cpp:553
int ret
Definition: ui.h:412
bool desc_enabled
Definition: ui.h:352
void addentry_desc(const std::string &str, const std::string &desc)
Definition: ui.cpp:952
bool hilight_disabled
Definition: ui.h:366
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
#define c_green
Definition: color.h:22
#define c_light_green
Definition: color.h:28
std::string texitify_healing_power(const int power)
Definition: effect.cpp:1478
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
void init()
Sane defaults on initialization.
Definition: ui.cpp:152
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
hp_part
Definition: pldata.h:32
@ hp_torso
Definition: pldata.h:34
@ hp_leg_r
Definition: pldata.h:38
@ hp_arm_r
Definition: pldata.h:36
@ hp_head
Definition: pldata.h:33
@ hp_arm_l
Definition: pldata.h:35
@ num_hp_parts
Definition: pldata.h:39
@ hp_leg_l
Definition: pldata.h:37
@ hp
Drains HP to recharge.
const int MENU_AUTOASSIGN
Definition: ui.h:31

References _, uilist::addentry(), uilist::addentry_desc(), Creature::bleed(), c_blue, c_green, c_light_gray, c_light_green, c_red, c_white, c_yellow, colorize(), uilist::desc_enabled, effect_bandaged, effect_bite, effect_bleed, effect_disinfected, effect_infected, effect_mending, flag_SPLINT(), Creature::get_effect(), Creature::get_effect_int(), get_hp_bar(), effect::get_max_intensity(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), Creature::has_effect(), has_trait(), uilist::hilight_disabled, hp, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, uilist::init(), is_limb_broken(), limb_color(), MENU_AUTOASSIGN, name, num, num_hp_parts, uilist::query(), uilist::ret, string_format(), texitify_healing_power(), uilist::text, trait_REGEN_LIZ, utf8_width(), and worn_with_flag().

Referenced by game::npc_menu(), and pick_part_to_heal().

◆ bodypart_exposure()

std::map< bodypart_id, float > Character::bodypart_exposure ( )

Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).

Clothing layers are multiplied, ex. two layers of 50% coverage will leave only 25% exposed. Used to determine suffering effects of albinism and solar sensitivity.

Definition at line 784 of file suffer.cpp.

785{
786 std::map<bodypart_id, float> bp_exposure;
787 // May need to iterate over all body parts several times, so make a copy
788 const std::vector<bodypart_id> all_body_parts = get_all_body_parts();
789
790 // Initially, all parts are assumed to be fully exposed
791 for( const bodypart_id &bp : all_body_parts ) {
792 bp_exposure[bp] = 1.0;
793 }
794 // For every item worn, for every body part, adjust coverage
795 for( const item &it : worn ) {
796 // What body parts does this item cover?
797 body_part_set covered = it.get_covered_body_parts();
798 for( const bodypart_id &bp : all_body_parts ) {
799 if( bp->token != num_bp && !covered.test( bp->token ) ) {
800 continue;
801 }
802 // How much exposure does this item leave on this part? (1.0 == naked)
803 float part_exposure = 1.0 - it.get_coverage() / 100.0f;
804 // Coverage multiplies, so two layers with 50% coverage will together give 75%
805 bp_exposure[bp] = bp_exposure[bp] * part_exposure;
806 }
807 }
808 return bp_exposure;
809}
@ num_bp
Definition: bodypart.h:52
std::vector< bodypart_id > get_all_body_parts(bool only_main=false) const
Returns body parts this creature have.
Definition: creature.cpp:1648
bool test(const body_part &bp) const
Definition: bodypart.h:239

References all_body_parts, Creature::get_all_body_parts(), num_bp, body_part_set::test(), and worn.

Referenced by suffer_from_sunburn().

◆ bodytemp_color()

nc_color Character::bodytemp_color ( int  bp) const

Define color for displaying the body temperature.

Definition at line 10436 of file character.cpp.

10437{
10438 nc_color color = c_light_gray; // default
10439 if( bp == bp_eyes ) {
10440 color = c_light_gray; // Eyes don't count towards warmth
10441 } else if( temp_conv[bp] > BODYTEMP_SCORCHING ) {
10442 color = c_red;
10443 } else if( temp_conv[bp] > BODYTEMP_VERY_HOT ) {
10445 } else if( temp_conv[bp] > BODYTEMP_HOT ) {
10446 color = c_yellow;
10447 } else if( temp_conv[bp] > BODYTEMP_COLD ) {
10448 color = c_green;
10449 } else if( temp_conv[bp] > BODYTEMP_VERY_COLD ) {
10451 } else if( temp_conv[bp] > BODYTEMP_FREEZING ) {
10452 color = c_cyan;
10453 } else if( temp_conv[bp] <= BODYTEMP_FREEZING ) {
10454 color = c_blue;
10455 }
10456 return color;
10457}
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static nc_color color(const T_t &t)
static constexpr int BODYTEMP_SCORCHING
Definition: weather.h:42
static constexpr int BODYTEMP_VERY_HOT
Level 3 hotness.
Definition: weather.h:40
static constexpr int BODYTEMP_VERY_COLD
Frostbite timer will not improve while below this point.
Definition: weather.h:32
static constexpr int BODYTEMP_FREEZING
This value means frostbite occurs at the warmest temperature of 1C. If changed, the temp_conv calcula...
Definition: weather.h:30

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, c_blue, c_cyan, c_green, c_light_blue, c_light_gray, c_light_red, c_red, c_yellow, color(), and temp_conv.

Referenced by character_display::print_encumbrance().

◆ bodytemp_modifier_traits()

int Character::bodytemp_modifier_traits ( bool  overheated) const

Correction factor of the body temperature due to traits and mutations.

Definition at line 9521 of file character.cpp.

9522{
9523 int mod = 0;
9524 for( const trait_id &iter : get_mutations() ) {
9525 mod += overheated ? iter->bodytemp_min : iter->bodytemp_max;
9526 }
9527 return mod;
9528}
std::vector< trait_id > get_mutations(bool include_hidden=true) const
Get the idents of all traits/mutations.

References get_mutations().

Referenced by update_bodytemp().

◆ bodytemp_modifier_traits_floor()

int Character::bodytemp_modifier_traits_floor ( ) const

Correction factor of the body temperature due to traits and mutations for player lying on the floor.

Definition at line 9530 of file character.cpp.

9531{
9532 int mod = 0;
9533 for( const trait_id &iter : get_mutations() ) {
9534 mod += iter->bodytemp_sleep;
9535 }
9536 return mod;
9537}

References get_mutations().

Referenced by floor_warmth().

◆ bodyweight()

units::mass Character::bodyweight ( ) const

Definition at line 6739 of file character.cpp.

6740{
6741 return units::from_kilogram( bmi() * std::pow( height() / 100.0f, 2 ) );
6742}
int height() const
Definition: character.cpp:6820
float bmi() const
Definition: character.cpp:6734
constexpr quantity< value_type, mass_in_milligram_tag > from_kilogram(const value_type v)
Definition: units_mass.h:48

References bmi(), units::from_kilogram(), and height().

Referenced by get_weight(), and get_weight_string().

◆ bonus_damage()

float Character::bonus_damage ( bool  random) const

Returns the bonus bashing damage the player deals based on their stats.

Strength increases bashing damage

Definition at line 891 of file melee.cpp.

892{
893 /** @EFFECT_STR increases bashing damage */
894 if( random ) {
895 return rng_float( get_str() / 2.0f, get_str() );
896 }
897
898 return get_str() * 0.75f;
899}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4073
type random()
Returns a random direction.
Definition: overmap.cpp:4218
double rng_float(double lo, double hi)
Definition: rng.cpp:28

References get_str(), om_direction::random(), and rng_float().

Referenced by draw_stats_info(), roll_bash_damage(), and set_stats().

◆ bonus_from_enchantments()

double Character::bonus_from_enchantments ( double  base,
enchant_vals::mod  value,
bool  round = false 
) const

Calculate bonus from enchantments for given base value.

Definition at line 7886 of file character.cpp.

7888{
7889 return enchantment_cache->calc_bonus( value, base, round );
7890}
pimpl< enchantment > enchantment_cache
Definition: character.h:2278

References enchantment_cache.

Referenced by armor_enchantment_adjust(), attack_cost(), calc_needs_rates(), get_stamina_max(), known_magic::mana_regen_rate(), known_magic::max_mana(), metabolic_rate_base(), run_cost(), and update_stamina().

◆ bp_to_hp()

hp_part Character::bp_to_hp ( body_part  bp)
static

Converts a body_part to an hp_part.

Definition at line 6438 of file character.cpp.

6439{
6440 switch( bp ) {
6441 case bp_head:
6442 case bp_eyes:
6443 case bp_mouth:
6444 return hp_head;
6445 case bp_torso:
6446 return hp_torso;
6447 case bp_arm_l:
6448 case bp_hand_l:
6449 return hp_arm_l;
6450 case bp_arm_r:
6451 case bp_hand_r:
6452 return hp_arm_r;
6453 case bp_leg_l:
6454 case bp_foot_l:
6455 return hp_leg_l;
6456 case bp_leg_r:
6457 case bp_foot_r:
6458 return hp_leg_r;
6459 default:
6460 return num_hp_parts;
6461 }
6462}

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_hp_parts.

Referenced by iexamine::autodoc(), explosion_handler::legacy_shrapnel(), explosion_handler::ExplosionProcess::project_shrapnel(), and heal_actor::use_healing_item().

◆ build_mut_dependency_map()

void Character::build_mut_dependency_map ( const trait_id mut,
std::unordered_map< trait_id, int > &  dependency_map,
int  distance 
)

Recursively traverses the mutation's prerequisites and replacements, building up a map.

Definition at line 7749 of file character.cpp.

7751{
7752 // Skip base traits and traits we've seen with a lower distance
7753 const auto lowest_distance = dependency_map.find( mut );
7754 if( !has_base_trait( mut ) && ( lowest_distance == dependency_map.end() ||
7755 distance < lowest_distance->second ) ) {
7756 dependency_map[mut] = distance;
7757 // Recurse over all prerequisite and replacement mutations
7758 const mutation_branch &mdata = mut.obj();
7759 for( const trait_id &i : mdata.prereqs ) {
7760 build_mut_dependency_map( i, dependency_map, distance + 1 );
7761 }
7762 for( const trait_id &i : mdata.prereqs2 ) {
7763 build_mut_dependency_map( i, dependency_map, distance + 1 );
7764 }
7765 for( const trait_id &i : mdata.replacements ) {
7766 build_mut_dependency_map( i, dependency_map, distance + 1 );
7767 }
7768 }
7769}
void build_mut_dependency_map(const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
Recursively traverses the mutation's prerequisites and replacements, building up a map.
Definition: character.cpp:7749
bool has_base_trait(const trait_id &b) const
Returns true if the player has the entered starting trait.
Definition: mutation.cpp:119
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:60
std::vector< trait_id > replacements
Definition: mutation.h:263
std::vector< trait_id > prereqs
Definition: mutation.h:258
std::vector< trait_id > prereqs2
Definition: mutation.h:259

References build_mut_dependency_map(), has_base_trait(), string_id< T >::obj(), mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::replacements, and second.

Referenced by build_mut_dependency_map(), and set_highest_cat_level().

◆ burn_fuel()

bool Character::burn_fuel ( bionic bio,
bool  start = false 
)

Convert fuel to bionic power.

Definition at line 1232 of file bionics.cpp.

1233{
1234 if( ( bio.info().fuel_opts.empty() && !bio.info().is_remote_fueled ) ||
1236 return true;
1237 }
1238 const bool is_metabolism_powered = bio.is_this_fuel_powered( fuel_type_metabolism );
1239 const bool is_cable_powered = bio.info().is_remote_fueled;
1240 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1241 float effective_efficiency = get_effective_efficiency( bio, bio.info().fuel_efficiency );
1242
1243 if( is_cable_powered ) {
1244 const itype_id remote_fuel = find_remote_fuel();
1245 if( !remote_fuel.is_empty() ) {
1246 fuel_available.emplace_back( remote_fuel );
1247 if( remote_fuel == fuel_type_sun_light ) {
1248 const item *pack = item_worn_with_flag( "SOLARPACK_ON" );
1249 effective_efficiency = pack != nullptr ? pack->type->solar_efficiency : 0;
1250 }
1251 // TODO: check for available fuel in remote source
1252 } else if( !start ) {
1254 _( "Your %s runs out of fuel and turn off." ),
1255 _( "<npcname>'s %s runs out of fuel and turn off." ),
1256 bio.info().name );
1257 bio.powered = false;
1258 deactivate_bionic( bio, true );
1259 return false;
1260 }
1261 }
1262
1263 if( start && fuel_available.empty() ) {
1264 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to start." ),
1265 _( "<npcname>'s %s does not have enough fuel to start." ),
1266 bio.info().name );
1267 deactivate_bionic( bio );
1268 return false;
1269 }
1270 // don't produce power on start to avoid instant recharge exploit by turning bionic ON/OFF
1271 //in the menu
1272 if( !start ) {
1273 for( const itype_id &fuel : fuel_available ) {
1274 const item &tmp_fuel = item( fuel );
1275 const int fuel_energy = tmp_fuel.fuel_energy();
1276 const bool is_perpetual_fuel = tmp_fuel.has_flag( flag_PERPETUAL );
1277
1278 int current_fuel_stock;
1279 if( is_metabolism_powered ) {
1280 current_fuel_stock = std::max( 0.0f, get_stored_kcal() - 0.8f *
1281 max_stored_kcal() );
1282 } else if( is_perpetual_fuel ) {
1283 current_fuel_stock = 1;
1284 } else if( is_cable_powered ) {
1285 current_fuel_stock = std::stoi( get_value( "rem_" + fuel.str() ) );
1286 } else {
1287 current_fuel_stock = std::stoi( get_value( fuel.str() ) );
1288 }
1289
1290 if( !bio.has_flag( flag_SAFE_FUEL_OFF ) &&
1291 get_power_level() + units::from_kilojoule( fuel_energy ) * effective_efficiency
1292 > get_max_power_level() ) {
1293 if( !bio.is_auto_start_keep_full() ) {
1294 if( is_metabolism_powered ) {
1295 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste calories." ),
1296 _( "<npcname>'s %s turns off to not waste calories." ),
1297 bio.info().name );
1298 } else if( is_perpetual_fuel ) {
1299 add_msg_player_or_npc( m_info, _( "Your %s turns off after filling your power banks." ),
1300 _( "<npcname>'s %s turns off after filling their power banks." ),
1301 bio.info().name );
1302 } else {
1303 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste fuel." ),
1304 _( "<npcname>'s %s turns off to not waste fuel." ),
1305 bio.info().name );
1306 }
1307 }
1308 bio.powered = false;
1309 deactivate_bionic( bio, true );
1310 return false;
1311 } else {
1312 if( current_fuel_stock > 0 ) {
1313 map &here = get_map();
1314 if( is_metabolism_powered ) {
1315 const int kcal_consumed = fuel_energy;
1316 // 1kcal = 4187 J
1317 const units::energy power_gain = kcal_consumed * 4184_J * effective_efficiency;
1318 mod_stored_kcal( -kcal_consumed );
1319 mod_power_level( power_gain );
1320 } else if( is_perpetual_fuel ) {
1321 if( fuel == fuel_type_sun_light && g->is_in_sunlight( pos() ) ) {
1322 const weather_type_id &wtype = current_weather( pos() );
1323 const float tick_sunlight = incident_sunlight( wtype, calendar::turn );
1324 const double intensity = tick_sunlight / default_daylight_level();
1325 mod_power_level( units::from_kilojoule( fuel_energy ) * intensity * effective_efficiency );
1326 } else if( fuel == fuel_type_wind ) {
1327 int vehwindspeed = 0;
1328 const optional_vpart_position vp = here.veh_at( pos() );
1329 if( vp ) {
1330 // vehicle velocity in mph
1331 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1332 }
1333 const weather_manager &wm = get_weather();
1334 const double windpower = get_local_windpower( wm.windspeed + vehwindspeed,
1336 g->is_sheltered( pos() ) );
1337 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_efficiency );
1338 } else {
1339 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1340 }
1341 } else if( is_cable_powered ) {
1342 int to_consume = 1;
1344 to_consume = 0;
1345 }
1346 const int unconsumed = consume_remote_fuel( to_consume );
1347 if( unconsumed == 0 && to_consume == 1 ) {
1348 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1349 current_fuel_stock -= 1;
1350 } else if( to_consume == 1 ) {
1351 current_fuel_stock = 0;
1352 }
1353 set_value( "rem_" + fuel.str(), std::to_string( current_fuel_stock ) );
1354 } else {
1355 current_fuel_stock -= 1;
1356 set_value( fuel.str(), std::to_string( current_fuel_stock ) );
1357 update_fuel_storage( fuel );
1358 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1359 }
1360
1361 heat_emission( bio, fuel_energy );
1362 if( bio.info().power_gen_emission ) {
1363 here.emit_field( pos(), bio.info().power_gen_emission );
1364 }
1365 } else {
1366
1367 if( is_metabolism_powered ) {
1369 _( "Stored calories are below the safe threshold, your %s shuts down to preserve your health." ),
1370 _( "Stored calories are below the safe threshold, <npcname>'s %s shuts down to preserve their health." ),
1371 bio.info().name );
1372 } else {
1373 remove_value( fuel.str() );
1375 _( "Your %s runs out of fuel and turn off." ),
1376 _( "<npcname>'s %s runs out of fuel and turn off." ),
1377 bio.info().name );
1378 }
1379
1380 bio.powered = false;
1381 deactivate_bionic( bio, true );
1382 return false;
1383 }
1384 }
1385 }
1386 }
1387 return true;
1388}
static const std::string flag_SAFE_FUEL_OFF("SAFE_FUEL_OFF")
static const std::string flag_PERPETUAL("PERPETUAL")
static const itype_id fuel_type_wind("wind")
static const itype_id fuel_type_metabolism("metabolism")
static const itype_id fuel_type_muscle("muscle")
static const itype_id fuel_type_sun_light("sunlight")
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
std::vector< itype_id > get_fuel_available(const bionic_id &bio) const
Return list of available fuel for this bionic.
Definition: character.cpp:2002
const item * item_worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns the first worn item with a given flag.
Definition: character.cpp:3257
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4308
void heat_emission(bionic &bio, int fuel_energy)
Handle heat from exothermic power generation.
Definition: bionics.cpp:1531
float get_effective_efficiency(bionic &bio, float fuel_efficiency)
Applies modifier to fuel_efficiency and returns the resulting efficiency.
Definition: bionics.cpp:1551
int get_stored_kcal() const
Getter for need values exclusive to characters.
Definition: character.cpp:4303
int consume_remote_fuel(int amount)
Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally succes...
Definition: bionics.cpp:1488
void update_fuel_storage(const itype_id &fuel)
Updates which bionic contain fuel and which is empty.
Definition: character.cpp:2057
itype_id find_remote_fuel(bool look_only=false)
Find fuel used by remote powered bionic.
Definition: bionics.cpp:1434
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1351
float fuel_energy() const
Returns energy of one charge of this item as fuel for an engine.
Definition: item.cpp:6816
const itype * type
Definition: item.h:2162
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1927
int winddirection
Definition: weather.h:194
const weather_type_id & current_weather(const tripoint &location, const time_point &t)
Definition: weather.cpp:143
int incident_sunlight(const weather_type_id &wtype, const time_point &t)
Amount of sunlight incident at the ground, taking weather and time of day into account.
Definition: weather.cpp:107
emit_id power_gen_emission
Type of field emitted by this bionic when it produces energy.
Definition: bionics.h:81
std::vector< itype_id > fuel_opts
Fuel types that can be used by this bionic.
Definition: bionics.h:67
float fuel_efficiency
Fraction of fuel energy converted to bionic power.
Definition: bionics.h:71
bool has_flag(const std::string &flag) const
Definition: bionics.cpp:2778
bool is_this_fuel_powered(const itype_id &this_fuel) const
Definition: bionics.cpp:2793
float solar_efficiency
Efficiency of solar energy conversion for solarpacks.
Definition: itype.h:1033

References _, Creature::add_msg_player_or_npc(), consume_remote_fuel(), current_weather(), deactivate_bionic(), default_daylight_level(), map::emit_field(), find_remote_fuel(), flag_PERPETUAL(), flag_SAFE_FUEL_OFF(), units::from_kilojoule(), bionic_data::fuel_efficiency, item::fuel_energy(), bionic_data::fuel_opts, fuel_type_metabolism, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_max_power_level(), get_power_level(), get_stored_kcal(), Creature::get_value(), get_weather(), global_omt_location(), bionic::has_flag(), item::has_flag(), heat_emission(), bionic::id, incident_sunlight(), bionic::info(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, bionic::is_this_fuel_powered(), item_worn_with_flag(), m_bad, m_info, max_stored_kcal(), mod_power_level(), mod_stored_kcal(), bionic_data::name, overmap_buffer, pos(), bionic_data::power_gen_emission, bionic::powered, Creature::remove_value(), Creature::set_value(), itype::solar_efficiency, overmapbuffer::ter(), to_string(), calendar::turn, item::type, update_fuel_storage(), map::veh_at(), weather_manager::winddirection, and weather_manager::windspeed.

Referenced by activate_bionic(), and process_bionic().

◆ burn_move_stamina()

void Character::burn_move_stamina ( int  moves)

Definition at line 7100 of file character.cpp.

7101{
7102 int overburden_percentage = 0;
7103 units::mass current_weight = weight_carried();
7104 // Make it at least 1 gram to avoid divide-by-zero warning
7105 units::mass max_weight = std::max( weight_capacity(), 1_gram );
7106 if( current_weight > max_weight ) {
7107 overburden_percentage = ( current_weight - max_weight ) * 100 / max_weight;
7108 }
7109
7110 int burn_ratio = get_option<int>( "PLAYER_BASE_STAMINA_BURN_RATE" );
7111 for( const bionic_id &bid : get_bionic_fueled_with( item( "muscle" ) ) ) {
7112 if( has_active_bionic( bid ) ) {
7113 burn_ratio = burn_ratio * 2 - 3;
7114 }
7115 }
7116 burn_ratio += overburden_percentage;
7117 if( move_mode == CMM_RUN ) {
7118 burn_ratio = burn_ratio * 7;
7119 }
7120 mod_stamina( -( ( moves * burn_ratio ) / 100.0 ) * stamina_move_cost_modifier() );
7121 add_msg( m_debug, "Stamina burn: %d", -( ( moves * burn_ratio ) / 100 ) );
7122 // Chance to suffer pain if overburden and stamina runs out or has trait BADBACK
7123 // Starts at 1 in 25, goes down by 5 for every 50% more carried
7124 if( ( current_weight > max_weight ) && ( has_trait( trait_BADBACK ) || get_stamina() == 0 ) &&
7125 one_in( 35 - 5 * current_weight / ( max_weight / 2 ) ) ) {
7126 add_msg_if_player( m_bad, _( "Your body strains under the weight!" ) );
7127 // 1 more pain for every 800 grams more (5 per extra STR needed)
7128 if( ( ( current_weight - max_weight ) / 800_gram > get_pain() && get_pain() < 100 ) ) {
7129 mod_pain( 1 );
7130 }
7131 }
7132}
static const trait_id trait_BADBACK("BADBACK")
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1854
units::mass weight_carried() const
Definition: character.cpp:2525
void mod_stamina(int mod)
Definition: character.cpp:7090
float stamina_move_cost_modifier() const
Definition: character.cpp:7134
virtual int get_pain() const
Definition: creature.cpp:1386

References _, add_msg(), Creature::add_msg_if_player(), CMM_RUN, get_bionic_fueled_with(), Creature::get_pain(), get_stamina(), has_active_bionic(), has_trait(), m_bad, m_debug, mod_pain(), mod_stamina(), move_mode, Creature::moves, one_in(), stamina_move_cost_modifier(), trait_BADBACK, weight_capacity(), and weight_carried().

Referenced by avatar_action::swim(), and game::walk_move().

◆ calc_all_parts_hp()

void Character::calc_all_parts_hp ( float  hp_mod = 0.0,
float  hp_adjust = 0.0,
int  str_max = 0 
)

Sets hp for all body parts.

Definition at line 1588 of file character.cpp.

1589{
1590 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1591 bodypart &bp = *get_part( part.first );
1592 int new_max = ( part.first->base_hp + str_max * 3 + hp_adjustment ) * hp_mod;
1593
1594 if( has_trait( trait_id( "GLASSJAW" ) ) && part.first == bodypart_str_id( "head" ) ) {
1595 new_max *= 0.8;
1596 }
1597
1598 float max_hp_ratio = static_cast<float>( new_max ) /
1599 static_cast<float>( bp.get_hp_max() );
1600
1601 int new_cur = std::ceil( static_cast<float>( bp.get_hp_cur() ) * max_hp_ratio );
1602
1603 bp.set_hp_max( std::max( new_max, 1 ) );
1604 bp.set_hp_cur( std::max( std::min( new_cur, new_max ), 0 ) );
1605 }
1606}
string_id< body_part_type > bodypart_str_id
Definition: bodypart.h:22
const std::map< bodypart_str_id, bodypart > & get_body() const
Definition: creature.cpp:1548
bodypart * get_part(const bodypart_id &id)
Definition: creature.cpp:1561
int get_hp_max() const
Definition: bodypart.cpp:402
int get_hp_cur() const
Definition: bodypart.cpp:397
void set_hp_max(int set)
Definition: bodypart.cpp:427
void set_hp_cur(int set)
Definition: bodypart.cpp:422

References Creature::get_body(), bodypart::get_hp_cur(), bodypart::get_hp_max(), Creature::get_part(), has_trait(), bodypart::set_hp_cur(), bodypart::set_hp_max(), str_max, and trait_id.

Referenced by recalc_hp().

◆ calc_encumbrance() [1/2]

char_encumbrance_data Character::calc_encumbrance ( ) const
protected

Recalculate encumbrance for all body parts.

Definition at line 3657 of file character.cpp.

3658{
3659 return calc_encumbrance( item() );
3660}
char_encumbrance_data calc_encumbrance() const
Recalculate encumbrance for all body parts.
Definition: character.cpp:3657

References calc_encumbrance().

Referenced by calc_encumbrance(), get_encumbrance(), on_item_takeoff(), on_item_wear(), and reset_encumbrance().

◆ calc_encumbrance() [2/2]

char_encumbrance_data Character::calc_encumbrance ( const item new_item) const
protected

Recalculate encumbrance for all body parts as if new_item was also worn.

Definition at line 3662 of file character.cpp.

3663{
3664
3666
3667 item_encumb( enc, new_item );
3668 mut_cbm_encumb( enc );
3669
3670 return enc;
3671}
void item_encumb(char_encumbrance_data &vals, const item &new_item) const
Applies encumbrance from items only If new_item is not null, then calculate under the asumption that ...
Definition: character.cpp:3967
void mut_cbm_encumb(char_encumbrance_data &vals) const
Applies encumbrance from mutations and bionics only.
Definition: character.cpp:4030

References item_encumb(), and mut_cbm_encumb().

◆ calc_needs_rates()

needs_rates Character::calc_needs_rates ( ) const

Definition at line 4903 of file character.cpp.

4904{
4905 const effect &sleep = get_effect( effect_sleep );
4906 const bool has_recycler = has_bionic( bio_recycler );
4907 const bool asleep = !sleep.is_null();
4908
4909 needs_rates rates;
4910 rates.hunger = metabolic_rate();
4911
4912 add_msg_if_player( m_debug, "Metabolic rate: %.2f", rates.hunger );
4913
4914 static const std::string player_thirst_rate( "PLAYER_THIRST_RATE" );
4915 rates.thirst = get_option< float >( player_thirst_rate );
4916 static const std::string thirst_modifier( "thirst_modifier" );
4917 rates.thirst *= 1.0f + mutation_value( thirst_modifier ) +
4919 static const std::string slows_thirst( "SLOWS_THIRST" );
4920 if( worn_with_flag( slows_thirst ) ) {
4921 rates.thirst *= 0.7f;
4922 }
4923
4924 static const std::string player_fatigue_rate( "PLAYER_FATIGUE_RATE" );
4925 rates.fatigue = get_option< float >( player_fatigue_rate );
4926 static const std::string fatigue_modifier( "fatigue_modifier" );
4927 rates.fatigue *= 1.0f + mutation_value( fatigue_modifier ) +
4929
4930 // Note: intentionally not in metabolic rate
4931 if( has_recycler ) {
4932 // Recycler won't help much with mutant metabolism - it is intended for human one
4933 rates.hunger = std::min( rates.hunger, std::max( 0.5f, rates.hunger - 0.5f ) );
4934 rates.thirst = std::min( rates.thirst, std::max( 0.5f, rates.thirst - 0.5f ) );
4935 }
4936
4937 if( asleep ) {
4938 static const std::string fatigue_regen_modifier( "fatigue_regen_modifier" );
4939 // Multiplied by 2 to account for legacy (bugged to always apply)
4940 // bonus for sleeping over 2 hours
4941 rates.recovery = 2.0f * ( 1.0f + mutation_value( fatigue_regen_modifier ) );
4942 if( is_hibernating() ) {
4943 // Hunger and thirst advance *much* more slowly whilst we hibernate.
4944 rates.hunger *= ( 1.0f / 7.0f );
4945 rates.thirst *= ( 1.0f / 7.0f );
4946 }
4947 rates.recovery -= static_cast<float>( get_perceived_pain() ) / 60;
4948
4949 } else {
4950 rates.recovery = 0;
4951 }
4952
4954 // Much of the body's needs are taken care of by the trees.
4955 // Hair Roots don't provide any bodily needs.
4957 rates.hunger *= 0.5f;
4958 rates.thirst *= 0.5f;
4959 rates.fatigue *= 0.5f;
4960 }
4961 }
4962
4964 // Transpiration, the act of moving nutrients with evaporating water, can take a very heavy toll on your thirst when it's really hot.
4965 rates.thirst *= ( ( get_weather().get_temperature( pos() ) - 32.5f ) / 40.0f );
4966 }
4967
4968 if( is_npc() ) {
4969 rates.hunger *= 0.25f;
4970 rates.thirst *= 0.25f;
4971 }
4972
4973 rates.thirst = std::max( rates.thirst, 0.0f );
4974 rates.hunger = std::max( rates.hunger, 0.0f );
4975 rates.fatigue = std::max( rates.fatigue, 0.0f );
4976 rates.recovery = std::max( rates.recovery, 0.0f );
4977
4978 return rates;
4979}
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_ROOTS2("ROOTS2")
static const bionic_id bio_recycler("bio_recycler")
static const efftype_id effect_sleep("sleep")
static const trait_id trait_TRANSPIRATION("TRANSPIRATION")
static const trait_id trait_ROOTS3("ROOTS3")
float metabolic_rate() const
Current metabolic rate due to traits, hunger, speed, etc.
bool is_hibernating() const
Returns if the player has hibernation mutation and is asleep and well fed.
Definition: character.cpp:5160
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9199
int get_perceived_pain() const override
Returns perceived pain (reduced with painkillers)
Definition: character.cpp:794
int get_temperature(const tripoint &location) const
Definition: weather.cpp:1107
@ sleep
Will recharge only when character is asleep.
float hunger
Definition: character.h:203
float recovery
Definition: character.h:205
float fatigue
Definition: character.h:204
float thirst
Definition: character.h:202

References ACT_TREE_COMMUNION, Creature::add_msg_if_player(), bio_recycler, bonus_from_enchantments(), effect_sleep, needs_rates::fatigue, enchant_vals::FATIGUE, Creature::get_effect(), get_perceived_pain(), weather_manager::get_temperature(), get_weather(), has_activity(), has_bionic(), has_trait(), needs_rates::hunger, is_hibernating(), Creature::is_npc(), m_debug, metabolic_rate(), mutation_value(), pos(), needs_rates::recovery, sleep, needs_rates::thirst, enchant_vals::THIRST, trait_ROOTS2, trait_ROOTS3, trait_TRANSPIRATION, and worn_with_flag().

Referenced by update_needs(), and update_stomach().

◆ can_consume()

bool Character::can_consume ( const item it) const

Check character's capability of consumption overall.

Definition at line 1450 of file consumption.cpp.

1451{
1452 if( can_consume_as_is( it ) ) {
1453 return true;
1454 }
1455 // Checking NO_RELOAD to prevent consumption of `battery` when contained in `battery_car` (#20012)
1456 return !it.is_container_empty() && !it.has_flag( flag_NO_RELOAD ) &&
1458}
bool can_consume_as_is(const item &it) const
Check whether character can consume this very item.
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool is_container_empty() const
Whether this item has no contents at all.
Definition: item.cpp:6837
static const std::string flag_NO_RELOAD("NO_RELOAD")

References can_consume_as_is(), item::contents, flag_NO_RELOAD(), item_contents::front(), item::has_flag(), and item::is_container_empty().

Referenced by find_auto_consume(), and examine_item_menu::rate_action_eat().

◆ can_consume_as_is()

bool Character::can_consume_as_is ( const item it) const

Check whether character can consume this very item.

Definition at line 1440 of file consumption.cpp.

1441{
1442 return it.is_comestible() || can_consume_for_bionic( it );
1443}
bool can_consume_for_bionic(const item &it) const
bool is_comestible() const
Definition: item.cpp:6587

References can_consume_for_bionic(), and item::is_comestible().

Referenced by can_consume(), consume(), avatar_action::eat(), and get_consumable_from().

◆ can_consume_for_bionic()

bool Character::can_consume_for_bionic ( const item it) const

Definition at line 1445 of file consumption.cpp.

1446{
1448}
rechargeable_cbm get_cbm_rechargeable_with(const item &it) const

References get_cbm_rechargeable_with(), and none.

Referenced by can_consume_as_is().

◆ can_eat()

ret_val< edible_rating > Character::can_eat ( const item food) const

Can the food be [theoretically] eaten no matter the consequen ces?

Definition at line 640 of file consumption.cpp.

641{
642
643 const auto &comest = food.get_comestible();
644 if( !comest ) {
645 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible." ) );
646 }
647
648 if( food.has_flag( flag_INEDIBLE ) ) {
649 if( ( food.has_flag( flag_CATTLE ) && !has_trait( trait_THRESH_CATTLE ) ) ||
652 ( food.has_flag( flag_BIRD ) && !has_trait( trait_THRESH_BIRD ) ) ) {
653 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible to you." ) );
654 }
655 }
656
657 if( food.is_craft() ) {
658 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
659 }
660
661 if( food.has_own_flag( "DIRTY" ) ) {
663 _( "This is full of dirt after being on the ground." ) );
664 }
665
666 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
667 const bool edible = eat_verb || comest->comesttype == comesttype_FOOD;
668 const bool drinkable = !eat_verb && comest->comesttype == comesttype_DRINK;
669
670 // TODO: This condition occurs way too often. Unify it.
671 // update Sep. 26 2018: this apparently still occurs way too often. yay!
673 return ret_val<edible_rating>::make_failure( _( "You can't do that while underwater." ) );
674 }
675
676 if( edible || drinkable ) {
677 for( const auto &elem : food.type->materials ) {
678 if( !elem->edible() ) {
679 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
680 }
681 }
682 }
683
684 if( !comest->tool.is_null() ) {
685 const bool has = item::count_by_charges( comest->tool )
686 ? has_charges( comest->tool, 1 )
687 : has_amount( comest->tool, 1 );
688 if( !has ) {
690 string_format( _( "You need a %s to consume that!" ),
691 item::nname( comest->tool ) ) );
692 }
693 }
694
695 // For all those folks who loved eating marloss berries. D:< mwuhahaha
697 !food.has_flag( flag_NO_INGEST ) ) {
699 _( "We can't eat that. It's not right for us." ) );
700 }
701 // Here's why PROBOSCIS is such a negative trait.
702 if( has_trait( trait_PROBOSCIS ) && !( drinkable || food.is_medication() ) ) {
704 _( "Ugh, you can't drink that!" ) );
705 }
706 if( has_trait( trait_CARNIVORE ) && ( compute_effective_nutrients( food ).kcal ) > 0 &&
709 _( "Eww. Inedible plant stuff!" ) );
710 }
711
714 // Like non-cannibal, but more strict!
716 _( "The thought of eating that makes you feel sick." ) );
717 }
718
719 for( const trait_id &mut : get_mutations() ) {
720 if( !food.made_of_any( mut.obj().can_only_eat ) && !mut.obj().can_only_eat.empty() &&
721 !food.has_flag( flag_NO_INGEST ) ) {
723 _( "You can't eat this." ) );
724 }
725 }
726
728}
nutrients compute_effective_nutrients(const item &) const
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9578
bool count_by_charges() const
Definition: item.cpp:6005
const cata::value_ptr< islot_comestible > & get_comestible() const
Definition: item.cpp:10124
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9922
bool is_craft() const
Definition: item.cpp:6923
bool made_of_any(const std::set< material_id > &mat_idents) const
Check we are made of at least one of a set (e.g.
Definition: item.cpp:6435
bool is_medication() const
Definition: item.cpp:6598
bool has_any_flag(const Container &flags) const
Definition: item.h:1406
bool has_own_flag(const std::string &flag) const
Checks whether item itself has given flag (doesn't check item type or gunmods).
Definition: item.cpp:5298
static ret_val make_success(T val=default_success::value)
Definition: ret_val.h:42
static ret_val make_failure(T val=default_failure::value)
Definition: ret_val.h:46
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1109
static const trait_id trait_RUMINANT("RUMINANT")
const std::vector< std::string > carnivore_blacklist
static const std::string flag_INEDIBLE("INEDIBLE")
static const trait_id trait_HERBIVORE("HERBIVORE")
static const trait_id trait_CARNIVORE("CARNIVORE")
static const std::string comesttype_DRINK("DRINK")
static const trait_id trait_THRESH_BIRD("THRESH_BIRD")
const std::vector< std::string > herbivore_blacklist(temparray.begin(), temparray.end())
static const std::string flag_BIRD("BIRD")
static const trait_id trait_PROBOSCIS("PROBOSCIS")
static const std::string flag_USE_EAT_VERB("USE_EAT_VERB")
static const std::string flag_MYCUS_OK("MYCUS_OK")
static const std::string flag_CATTLE("CATTLE")
static const trait_id trait_THRESH_LUPINE("THRESH_LUPINE")
static const trait_id trait_THRESH_CATTLE("THRESH_CATTLE")
static const trait_id trait_THRESH_FELINE("THRESH_FELINE")
static const std::string comesttype_FOOD("FOOD")
static const std::string flag_CARNIVORE_OK("CARNIVORE_OK")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FELINE("FELINE")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
static const std::string flag_NO_INGEST("NO_INGEST")
static const std::string flag_LUPINE("LUPINE")
std::vector< material_id > materials
Definition: itype.h:922

References _, carnivore_blacklist, comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), item::count_by_charges(), edible, flag_BIRD(), flag_CARNIVORE_OK(), flag_CATTLE(), flag_FELINE(), flag_INEDIBLE(), flag_LUPINE(), flag_MYCUS_OK(), flag_NO_INGEST(), flag_USE_EAT_VERB(), item::get_comestible(), get_mutations(), visitable< Character >::has_amount(), item::has_any_flag(), has_charges(), item::has_flag(), item::has_own_flag(), has_trait(), herbivore_blacklist(), inedible_mutation, item::is_craft(), item::is_medication(), item::is_null(), Creature::is_underwater(), item::made_of_any(), ret_val< T >::make_failure(), ret_val< T >::make_success(), itype::materials, item::nname(), no_tool, string_format(), trait_CARNIVORE, trait_HERBIVORE, trait_M_DEPENDENT, trait_PROBOSCIS, trait_RUMINANT, trait_THRESH_BIRD, trait_THRESH_CATTLE, trait_THRESH_FELINE, trait_THRESH_LUPINE, trait_WATERSLEEP, and item::type.

Referenced by can_feed_furnace_with(), eat(), and will_eat().

◆ can_estimate_rot()

bool Character::can_estimate_rot ( ) const

True if the character has enough skill (in cooking or survival) to estimate time to rot.

Definition at line 1435 of file consumption.cpp.

1436{
1438}
static const skill_id skill_survival("survival")
static const skill_id skill_cooking("cooking")

References get_skill_level(), skill_cooking, and skill_survival.

Referenced by get_freshness_description().

◆ can_feed_furnace_with()

bool Character::can_feed_furnace_with ( const item it) const

Determine character's capability of recharging their CBMs.

Definition at line 1259 of file consumption.cpp.

1260{
1261 if( !it.flammable() || it.has_flag( flag_RADIOACTIVE ) || can_eat( it ).success() ) {
1262 return false;
1263 }
1264
1265 if( !has_active_bionic( bio_furnace ) ) {
1266 return false;
1267 }
1268
1269 // Not even one charge fits
1270 if( it.charges_per_volume( furnace_max_volume ) < 1 ) {
1271 return false;
1272 }
1273
1274 return !it.has_flag( flag_CORPSE );
1275}
ret_val< edible_rating > can_eat(const item &food) const
Can the food be [theoretically] eaten no matter the consequen ces?
bool flammable(int threshold=0) const
Whether the items is flammable.
Definition: item.cpp:8321
int charges_per_volume(const units::volume &vol) const
Number of (charges of) this item that fit into the given volume.
Definition: item.cpp:864
const units::volume furnace_max_volume(3_liter)
static const bionic_id bio_furnace("bio_furnace")
static const std::string flag_CORPSE("CORPSE")
static const std::string flag_RADIOACTIVE("RADIOACTIVE")

References bio_furnace, can_eat(), item::charges_per_volume(), flag_CORPSE(), flag_RADIOACTIVE(), item::flammable(), furnace_max_volume, has_active_bionic(), item::has_flag(), and behavior::success.

Referenced by feed_furnace_with(), and get_cbm_rechargeable_with().

◆ can_fuel_bionic_with()

bool Character::can_fuel_bionic_with ( const item it) const

Returns true if the character can fuel a bionic with the item.

Definition at line 1838 of file character.cpp.

1839{
1840 if( !it.is_fuel() ) {
1841 return false;
1842 }
1843
1844 for( const bionic_id &bid : get_bionics() ) {
1845 for( const itype_id &fuel : bid->fuel_opts ) {
1846 if( fuel == it.typeId() ) {
1847 return true;
1848 }
1849 }
1850 }
1851 return false;
1852}
const itype_id & typeId() const
return the unique identifier of the items underlying type
Definition: item.cpp:8358
bool is_fuel() const
Definition: item.cpp:6760

References get_bionics(), item::is_fuel(), and item::typeId().

Referenced by fuel_bionic_with(), and get_cbm_rechargeable_with().

◆ can_hear()

bool Character::can_hear ( const tripoint source,
int  volume 
) const

Definition at line 10255 of file character.cpp.

10256{
10257 if( is_deaf() ) {
10258 return false;
10259 }
10260
10261 // source is in-ear and at our square, we can hear it
10262 if( source == pos() && volume == 0 ) {
10263 return true;
10264 }
10265 const int dist = rl_dist( source, pos() );
10266 const float volume_multiplier = hearing_ability();
10267 return ( volume - get_weather().weather_id->sound_attn ) * volume_multiplier >= dist;
10268}
float hearing_ability() const
bool is_deaf() const
Definition: character.cpp:4495
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16

References get_weather(), hearing_ability(), is_deaf(), pos(), and rl_dist().

Referenced by game::chat(), iuse::geiger(), iuse::play_music(), iuse::talking_doll(), and musical_instrument_actor::use().

◆ can_install_bionics()

bool Character::can_install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is the installation possible.

Definition at line 2260 of file bionics.cpp.

2262{
2263 if( !type.bionic ) {
2264 debugmsg( "Tried to install NULL bionic" );
2265 return false;
2266 }
2267 if( is_mounted() ) {
2268 return false;
2269 }
2270
2271 const bionic_id &bioid = type.bionic->id;
2272 const int difficult = type.bionic->difficulty;
2273 float adjusted_skill;
2274
2275 if( autodoc ) {
2276 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2279 skill_level );
2280 } else {
2281 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2284 skill_level );
2285 }
2286 int chance_of_success = bionic_manip_cos( adjusted_skill, difficult );
2287
2288 std::vector<std::string> conflicting_muts;
2289 for( const trait_id &mid : bioid->canceled_mutations ) {
2290 if( has_trait( mid ) ) {
2291 conflicting_muts.push_back( mid->name() );
2292 }
2293 }
2294
2295 if( !conflicting_muts.empty() &&
2296 !query_yn(
2297 _( "Installing this bionic will remove the conflicting traits: %s. Continue anyway?" ),
2298 enumerate_as_string( conflicting_muts ) ) ) {
2299 return false;
2300 }
2301
2302 const std::map<bodypart_id, int> &issues = bionic_installation_issues( bioid );
2303 // show all requirements which are not satisfied
2304 if( !issues.empty() ) {
2305 std::string detailed_info;
2306 for( auto &elem : issues ) {
2307 //~ <Body part name>: <number of slots> more slot(s) needed.
2308 detailed_info += string_format( _( "\n%s: %i more slot(s) needed." ),
2309 body_part_name_as_heading( elem.first->token, 1 ),
2310 elem.second );
2311 }
2312 popup( _( "Not enough space for bionic installation!%s" ), detailed_info );
2313 return false;
2314 }
2315
2316 if( chance_of_success >= 100 ) {
2317 if( !g->u.query_yn(
2318 _( "Are you sure you wish to install the selected bionic?" ),
2319 100 - chance_of_success ) ) {
2320 return false;
2321 }
2322 } else {
2323 if( autodoc ) {
2324 if( !g->u.query_yn(
2325 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! Continue anyway?" ),
2326 ( 100 - chance_of_success ) ) ) {
2327 return false;
2328 }
2329 } else {
2330 if( !g->u.query_yn(
2331 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! The following skills affect self-installation: First Aid, Electronics, and Mechanics.\n\nContinue anyway?" ),
2332 ( 100 - chance_of_success ) ) ) {
2333 return false;
2334 }
2335 }
2336 }
2337
2338 return true;
2339}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1998
static const skill_id skill_mechanics("mechanics")
static const skill_id skill_computer("computer")
static const skill_id skill_firstaid("firstaid")
static const skill_id skill_electronics("electronics")
std::string body_part_name_as_heading(body_part bp, int number)
Returns the name of the body parts in a context where the name is used as a heading or title e....
Definition: bodypart.cpp:343
std::map< bodypart_id, int > bionic_installation_issues(const bionic_id &bioid) const
Definition: bionics.cpp:2609
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1955
void autodoc(player &p, const tripoint &examp)
Definition: iexamine.cpp:4870
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:637
std::vector< trait_id > canceled_mutations
Mutations/trait that are removed upon installing this CBM.
Definition: bionics.h:110
std::string name() const

References _, iexamine::autodoc(), bionic_installation_issues(), bionic_manip_cos(), bionics_adjusted_skill(), body_part_name_as_heading(), bionic_data::canceled_mutations, debugmsg, enumerate_as_string(), g, has_trait(), is_mounted(), mutation_branch::name(), popup(), query_yn(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_format(), and type.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ can_install_cbm_on_bp()

bool Character::can_install_cbm_on_bp ( const std::vector< bodypart_id > &  bps) const

Definition at line 454 of file mutation.cpp.

455{
456 bool can_install = true;
457 for( const trait_id &mut : get_mutations() ) {
458 for( const bodypart_id &bp : bps ) {
459 if( mut.obj().no_cbm_on_bp.count( bp.id() ) ) {
460 can_install = false;
461 break;
462 }
463 }
464 }
465 return can_install;
466}

References get_mutations().

Referenced by bionic_install_preset::get_denial().

◆ can_learn_by_disassembly()

bool Character::can_learn_by_disassembly ( const recipe rec) const

Definition at line 10583 of file character.cpp.

10584{
10585 return !rec.learn_by_disassembly.empty() &&
10587}
bool meets_skill_requirements(const std::map< skill_id, int > &req, const item &context=item()) const
Checks whether the character's skills meet the required.
Definition: character.cpp:3506
std::map< skill_id, int > learn_by_disassembly
Definition: recipe.h:113

References recipe::learn_by_disassembly, and meets_skill_requirements().

Referenced by crafting::complete_disassemble().

◆ can_miss_recovery()

bool Character::can_miss_recovery ( const item weap) const

Returns true if the player is able to use a miss recovery technique.

Definition at line 988 of file martialarts.cpp.

989{
990 if( !martial_arts_data->has_miss_recovery_tec( weap ) ) {
991 return false;
992 }
993
994 ma_technique tec = martial_arts_data->get_miss_recovery_tec( weap );
995
996 return tec.is_valid_character( *this );
997}
bool is_valid_character(const Character &u) const

References ma_technique::is_valid_character(), and martial_arts_data.

Referenced by melee_attack().

◆ can_mount()

bool Character::can_mount ( const monster critter) const

Definition at line 565 of file monexamine.cpp.

566{
567 const auto &avoid = get_path_avoid();
568 auto route = get_map().route( pos(), critter.pos(), get_pathfinding_settings(), avoid );
569
570 if( route.empty() ) {
571 return false;
572 }
573 return ( critter.has_flag( MF_PET_MOUNTABLE ) && critter.friendly == -1 &&
574 !critter.has_effect( effect_ai_waiting ) && !critter.has_effect( effect_ridden ) ) &&
575 ( ( critter.has_effect( effect_saddled ) && get_skill_level( skill_survival ) >= 1 ) ||
576 get_skill_level( skill_survival ) >= 4 ) && ( critter.get_size() >= ( get_size() + 1 ) &&
577 get_weight() <= critter.get_weight() * critter.get_mountable_weight_ratio() );
578}
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3673
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9931
m_size get_size() const override
Get size class of character.
Definition: character.cpp:566
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9945
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
bool has_flag(m_flag f) const override
Definition: monster.cpp:898
m_size get_size() const override
Definition: monster.cpp:2695
const tripoint & pos() const override
Definition: monster.cpp:256
units::mass get_weight() const override
Definition: monster.cpp:2700
float get_mountable_weight_ratio() const
Definition: monster.cpp:2925
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_ridden("ridden")
static const efftype_id effect_saddled("monster_saddled")
static const skill_id skill_survival("survival")
@ MF_PET_MOUNTABLE
Definition: mtype.h:164

References effect_ai_waiting, effect_ridden, effect_saddled, monster::friendly, get_map(), monster::get_mountable_weight_ratio(), get_path_avoid(), get_pathfinding_settings(), get_size(), monster::get_size(), get_skill_level(), get_weight(), monster::get_weight(), Creature::has_effect(), monster::has_flag(), MF_PET_MOUNTABLE, pos(), monster::pos(), map::route(), and skill_survival.

Referenced by talk_function::find_mount(), activity_handlers::find_mount_do_turn(), and monexamine::pet_menu().

◆ can_pick_volume() [1/2]

bool Character::can_pick_volume ( const item it) const

Definition at line 2693 of file character.cpp.

2694{
2695 inventory projected = inv;
2696 projected.add_item( it, true );
2697 return projected.volume() <= volume_capacity();
2698}
item & add_item(item newit, bool keep_invlet=false, bool assign_invlet=true, bool should_stack=true)
Definition: inventory.cpp:286
units::volume volume() const
Definition: inventory.cpp:1060

References inventory::add_item(), inv, inventory::volume(), and volume_capacity().

Referenced by avatar_funcs::add_or_drop_with_msg(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), handle_problematic_pickup(), i_add_or_drop(), npc::mug_player(), pick_one_up(), conditional_t< T >::set_can_stow_weapon(), set_item_inventory(), and starting_inv().

◆ can_pick_volume() [2/2]

bool Character::can_pick_volume ( units::volume  volume) const

Definition at line 2700 of file character.cpp.

2701{
2702 // Might not be 100% true because some items restack to a very tiny bit less
2703 // but close enough not to matter
2704 return inv.volume() + volume <= volume_capacity();
2705}

References inv, inventory::volume(), and volume_capacity().

◆ can_pick_weight() [1/2]

bool Character::can_pick_weight ( const item it,
bool  safe = true 
) const

Definition at line 2707 of file character.cpp.

2708{
2709 return can_pick_weight( it.weight(), safe );
2710}
bool can_pick_weight(const item &it, bool safe=true) const
Definition: character.cpp:2707
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4958
void safe(player &p, const tripoint &examp)
Attempt to crack safe through audio-feedback manual lock manipulation.
Definition: iexamine.cpp:1417

References can_pick_weight(), iexamine::safe(), and item::weight().

Referenced by avatar_funcs::add_or_drop_with_msg(), can_pick_weight(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), i_add_or_drop(), npc::mug_player(), pick_one_up(), and set_item_inventory().

◆ can_pick_weight() [2/2]

bool Character::can_pick_weight ( units::mass  weight,
bool  safe = true 
) const

Definition at line 2712 of file character.cpp.

2713{
2714 if( !safe ) {
2715 // Character can carry up to four times their maximum weight
2716 return ( weight_carried() + weight <= ( has_trait( trait_DEBUG_STORAGE ) ?
2717 units::mass_max : weight_capacity() * 4 ) );
2718 } else {
2719 return ( weight_carried() + weight <= weight_capacity() );
2720 }
2721}
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
constexpr mass mass_max
Definition: units_mass.h:28

References has_trait(), units::mass_max, iexamine::safe(), trait_DEBUG_STORAGE, weight_capacity(), and weight_carried().

◆ can_reload()

bool Character::can_reload ( const item it,
const itype_id ammo = itype_id() 
) const

Whether a tool or gun is potentially reloadable (optionally considering a specific ammo)

Parameters
itThing to be reloaded
ammoif set also check item currently compatible with this specific ammo or magazine
Note
items currently loaded with a detachable magazine are considered reloadable
items with integral magazines are reloadable if free capacity permits (+/- ammo matches)

Definition at line 10898 of file character.cpp.

10899{
10900 if( !it.is_reloadable_with( ammo ) ) {
10901 return false;
10902 }
10903
10904 if( it.is_ammo_belt() ) {
10905 const auto &linkage = it.type->magazine->linkage;
10906 if( linkage && !has_charges( *linkage, 1 ) ) {
10907 return false;
10908 }
10909 }
10910
10911 return true;
10912}
bool is_reloadable_with(const itype_id &ammo) const
Returns true if this item can be reloaded with specified ammo type at this moment.
Definition: item.cpp:6871
bool is_ammo_belt() const
Definition: item.cpp:6567
cata::value_ptr< islot_magazine > magazine
Definition: itype.h:861

References has_charges(), item::is_ammo_belt(), item::is_reloadable_with(), itype::magazine, and item::type.

Referenced by can_reload_item_or_mods(), npc::find_usable_ammo(), character_funcs::list_ammo(), examine_item_menu::rate_action_reload(), ammobelt_actor::use(), and wants_to_reload().

◆ can_run()

bool Character::can_run ( )

source of truth of whether a Character can run

Definition at line 1258 of file character.cpp.

1259{
1260 return ( get_stamina() > get_stamina_max() * 0.1f ) && get_working_leg_count() >= 2;
1261}

References get_stamina(), get_stamina_max(), and get_working_leg_count().

Referenced by game::on_move_effects(), and avatar::set_movement_mode().

◆ can_swap()

ret_val< bool > Character::can_swap ( const item it) const

Check player capable of swapping the side of a worn item.

Parameters
itThing to be swapped

Definition at line 3143 of file character.cpp.

3144{
3145 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3146 int max_layer = 2;
3147 std::vector< std::pair< body_part, int > > mod_parts;
3148 body_part bp = num_bp;
3149 bodypart_str_id bpid;
3150 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3151 bp = static_cast< body_part >( i );
3152 bpid = convert_bp( bp );
3153 if( it.get_covered_body_parts().test( bp ) && bpid->part_side != side::BOTH ) {
3154 mod_parts.emplace_back( bp, 0 );
3155 }
3156 }
3157 for( auto &elem : worn ) {
3158 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3159 bpid = convert_bp( mod_part.first );
3160 if( elem.get_covered_body_parts().test( bpid->opposite_part->token ) &&
3161 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3162 mod_part.second++;
3163 }
3164 }
3165 }
3166 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3167 bpid = convert_bp( mod_part.first );
3168 if( mod_part.second >= max_layer ) {
3169 return ret_val<bool>::make_failure( _( "There is no space on the opposite side!" ) );
3170 }
3171 }
3172 }
3173
3175}
const bodypart_str_id & convert_bp(body_part bp)
Returns the new id for old token.
Definition: bodypart.cpp:185
static const std::string flag_POWERARMOR_MOD("POWERARMOR_MOD")
side part_side
Definition: bodypart.h:126
body_part token
Definition: bodypart.h:106
bodypart_str_id opposite_part
Definition: bodypart.h:124

References _, BOTH, convert_bp(), flag_POWERARMOR_MOD(), item::get_covered_body_parts(), item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), num_bp, body_part_type::opposite_part, body_part_type::part_side, body_part_set::test(), body_part_type::token, and worn.

Referenced by change_side().

◆ can_takeoff()

ret_val< bool > Character::can_takeoff ( const item it,
const std::list< item > *  res = nullptr 
) const

Check if character is capable of taking off given item.

Parameters
itItem to be taken off
resIf set, will expect to move item into the list.

Definition at line 3006 of file character.cpp.

3007{
3008 auto iter = std::find_if( worn.begin(), worn.end(), [ &it ]( const item & wit ) {
3009 return &it == &wit;
3010 } );
3011
3012 if( iter == worn.end() ) {
3013 return ret_val<bool>::make_failure( !is_npc() ? _( "You are not wearing that item." ) :
3014 _( "<npcname> is not wearing that item." ) );
3015 }
3016
3017 if( res == nullptr && !get_dependent_worn_items( it ).empty() ) {
3019 _( "You can't take off power armor while wearing other power armor components." ) :
3020 _( "<npcname> can't take off power armor while wearing other power armor components." ) );
3021 }
3022 if( it.has_flag( "NO_TAKEOFF" ) ) {
3024 _( "You can't take that item off." ) :
3025 _( "<npcname> can't take that item off." ) );
3026 }
3028}
std::list< item * > get_dependent_worn_items(const item &it) const
Returns all items that must be taken off before taking off this item.
Definition: character.cpp:2413

References _, get_dependent_worn_items(), item::has_flag(), Creature::is_npc(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and worn.

Referenced by drop(), take_off_inventory_preset::get_denial(), avatar_action::plthrow(), examine_item_menu::rate_action_takeoff(), examine_item_menu::run(), takeoff(), and avatar_action::wield().

◆ can_uninstall_bionic()

bool Character::can_uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is The uninstallation possible.

Definition at line 2019 of file bionics.cpp.

2021{
2022 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
2023 int difficulty = BIONIC_NOITEM_DIFFICULTY;
2024 if( b_id->itype().is_valid() ) {
2025 const itype *type = &*b_id->itype();
2026 if( type->bionic ) {
2027 difficulty = type->bionic->difficulty;
2028 }
2029 }
2030
2031 if( !has_bionic( b_id ) ) {
2032 popup( _( "%s don't have this bionic installed." ), disp_name() );
2033 return false;
2034 }
2035
2036 if( ( b_id == bio_reactor ) || ( b_id == bio_advreactor ) ) {
2037 if( !g->u.query_yn(
2038 _( "WARNING: Removing a reactor may leave radioactive material! Remove anyway?" ) ) ) {
2039 return false;
2040 }
2041 }
2042
2043 for( const bionic_id &bid : get_bionics() ) {
2044 if( bid->is_included( b_id ) ) {
2045 popup( _( "%s must remove the %s bionic to remove the %s." ), installer.disp_name(),
2046 bid->name, b_id->name );
2047 return false;
2048 }
2049 }
2050
2051 if( b_id == bio_eye_optic ) {
2052 popup( _( "The Telescopic Lenses are part of %s eyes now. Removing them would leave %s blind." ),
2053 disp_name( true ), disp_name() );
2054 return false;
2055 }
2056
2057 // removal of bionics adds +2 difficulty over installation
2058 float adjusted_skill;
2059 if( autodoc ) {
2060 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2063 skill_level );
2064 } else {
2065 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2068 skill_level );
2069 }
2070 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2071
2072 if( chance_of_success >= 100 ) {
2073 if( !g->u.query_yn(
2074 _( "Are you sure you wish to uninstall the selected bionic?" ),
2075 100 - chance_of_success ) ) {
2076 return false;
2077 }
2078 } else {
2079 if( !g->u.query_yn(
2080 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
2081 ( 100 - static_cast<int>( chance_of_success ) ) ) ) {
2082 return false;
2083 }
2084 }
2085
2086 return true;
2087}
static const bionic_id bio_reactor("bio_reactor")
constexpr int BIONIC_NOITEM_DIFFICULTY
Definition: bionics.cpp:211
static const bionic_id bio_eye_optic("bio_eye_optic")
static const bionic_id bio_advreactor("bio_advreactor")
bool is_valid() const
Returns whether this id is valid, that means whether it refers to an existing object.
Definition: achievement.cpp:67
itype_id itype() const
Definition: bionics.cpp:249
Definition: itype.h:836

References _, iexamine::autodoc(), bio_advreactor, bio_eye_optic, bio_reactor, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), disp_name(), g, get_bionics(), has_bionic(), string_id< T >::is_valid(), bionic_data::itype(), bionic_data::name, popup(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, and type.

Referenced by iexamine::autodoc().

◆ can_unwield()

ret_val< bool > Character::can_unwield ( const item it) const

Check whether character is capable of unwielding given item.

Definition at line 3113 of file character.cpp.

3114{
3115 if( it.has_flag( "NO_UNWIELD" ) ) {
3116 return ret_val<bool>::make_failure( _( "You cannot unwield your %s." ), it.tname() );
3117 }
3118
3120}

References _, item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and item::tname().

Referenced by apply_damage(), drop(), inv_dump(), examine_item_menu::run(), unwield(), and avatar_action::wield().

◆ can_use()

bool Character::can_use ( const item it,
const item context = item() 
) const

Checks if character stats and skills meet minimum requirements for the item.

Prints an appropriate message if requirements not met.

Parameters
itItem we are checking
contextoptionally override effective item when checking contextual skills

Definition at line 2723 of file character.cpp.

2724{
2725 const auto &ctx = !context.is_null() ? context : it;
2726
2727 if( !meets_requirements( it, ctx ) ) {
2728 const std::string unmet( enumerate_unmet_requirements( it, ctx ) );
2729
2730 if( &it == &ctx ) {
2731 //~ %1$s - list of unmet requirements, %2$s - item name.
2732 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s." ),
2733 _( "<npcname> needs at least %1$s to use this %2$s." ),
2734 unmet, it.tname() );
2735 } else {
2736 //~ %1$s - list of unmet requirements, %2$s - item name, %3$s - indirect item name.
2737 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s with your %3$s." ),
2738 _( "<npcname> needs at least %1$s to use this %2$s with their %3$s." ),
2739 unmet, it.tname(), ctx.tname() );
2740 }
2741
2742 return false;
2743 }
2744
2745 return true;
2746}
std::string enumerate_unmet_requirements(const item &it, const item &context=item()) const
Returns a string of missed requirements (both stats and skills)
Definition: character.cpp:3355
bool meets_requirements(const item &it, const item &context=item()) const
Checks whether the character meets overall requirements to be able to use the item.
Definition: character.cpp:3528

References _, Creature::add_msg_player_or_npc(), enumerate_unmet_requirements(), item::is_null(), m_bad, meets_requirements(), and item::tname().

Referenced by can_use_heal_item(), avatar_funcs::gunmod_add(), ranged::gunmode_checks_common(), and avatar_funcs::toolmod_add().

◆ can_use_floor_warmth()

bool Character::can_use_floor_warmth ( ) const

Can the player lie down and cover self with blankets etc.

Definition at line 9417 of file character.cpp.

9418{
9419 static const auto allowed_activities = std::vector<activity_id> {
9420 activity_id( "ACT_WAIT" ),
9421 activity_id( "ACT_WAIT_NPC" ),
9422 activity_id( "ACT_WAIT_STAMINA" ),
9423 activity_id( "ACT_AUTODRIVE" ),
9424 activity_id( "ACT_READ" ),
9425 activity_id( "ACT_SOCIALIZE" ),
9426 activity_id( "ACT_MEDITATE" ),
9427 activity_id( "ACT_FISH" ),
9428 activity_id( "ACT_GAME" ),
9429 activity_id( "ACT_HAND_CRANK" ),
9430 activity_id( "ACT_HEATING" ),
9431 activity_id( "ACT_VIBE" ),
9432 activity_id( "ACT_TRY_SLEEP" ),
9433 activity_id( "ACT_OPERATION" ),
9434 activity_id( "ACT_TREE_COMMUNION" ),
9435 activity_id( "ACT_EAT_MENU" ),
9436 activity_id( "ACT_CONSUME_FOOD_MENU" ),
9437 activity_id( "ACT_CONSUME_DRINK_MENU" ),
9438 activity_id( "ACT_CONSUME_MEDS_MENU" ),
9439 activity_id( "ACT_STUDY_SPELL" ),
9440 };
9441
9442 return in_sleep_state() || has_activity( allowed_activities );
9443}
string_id< activity_type > activity_id
Definition: activity_type.h:15

References has_activity(), and in_sleep_state().

Referenced by update_bodytemp().

◆ can_use_grab_break_tec()

bool Character::can_use_grab_break_tec ( const item weap) const

Returns true if the player is able to use a grab breaking technique.

Definition at line 977 of file martialarts.cpp.

978{
979 if( !has_grab_break_tec() ) {
980 return false;
981 }
982
983 ma_technique tec = martial_arts_data->get_grab_break_tec( weap );
984
985 return tec.is_valid_character( *this );
986}
bool has_grab_break_tec() const override
Returns true if the player has a grab breaking technique available.

References has_grab_break_tec(), ma_technique::is_valid_character(), and martial_arts_data.

Referenced by mattack::grab().

◆ can_use_heal_item()

bool Character::can_use_heal_item ( const item med) const

Check for mutation disallowing the use of an healing item.

Definition at line 422 of file mutation.cpp.

423{
424 const itype_id heal_id = med.typeId();
425
426 bool can_use = false;
427 bool got_restriction = false;
428
429 for( const trait_id &mut : get_mutations() ) {
430 if( !mut.obj().can_only_heal_with.empty() ) {
431 got_restriction = true;
432 }
433 if( mut.obj().can_only_heal_with.count( heal_id ) ) {
434 can_use = true;
435 break;
436 }
437 }
438 if( !got_restriction ) {
439 can_use = !med.has_flag( "CANT_HEAL_EVERYONE" );
440 }
441
442 if( !can_use ) {
443 for( const trait_id &mut : get_mutations() ) {
444 if( mut.obj().can_heal_with.count( heal_id ) ) {
445 can_use = true;
446 break;
447 }
448 }
449 }
450
451 return can_use;
452}
bool can_use(const item &it, const item &context=item()) const
Checks if character stats and skills meet minimum requirements for the item.
Definition: character.cpp:2723

References can_use(), get_mutations(), item::has_flag(), and item::typeId().

Referenced by activatable_inventory_preset::get_denial(), and heal_actor::use_healing_item().

◆ can_wear()

ret_val< bool > Character::can_wear ( const item it,
bool  with_equip_change = false 
) const

Check character capable of wearing an item.

Parameters
itThing to be worn
with_equip_changeIf true returns if it could be worn if things were taken off

Definition at line 2748 of file character.cpp.

2749{
2750 if( !it.is_armor() ) {
2751 return ret_val<bool>::make_failure( _( "Putting on a %s would be tricky." ), it.tname() );
2752 }
2753
2754 if( has_trait( trait_WOOLALLERGY ) && ( it.made_of( material_id( "wool" ) ) ||
2755 it.has_own_flag( "wooled" ) ) ) {
2756 return ret_val<bool>::make_failure( _( "Can't wear that, it's made of wool!" ) );
2757 }
2758
2759 if( it.is_filthy() && has_trait( trait_SQUEAMISH ) ) {
2760 return ret_val<bool>::make_failure( _( "Can't wear that, it's filthy!" ) );
2761 }
2762
2763 if( !it.has_flag( flag_OVERSIZE ) && !it.has_flag( flag_SEMITANGIBLE ) ) {
2764 for( const trait_id &mut : get_mutations() ) {
2765 const auto &branch = mut.obj();
2766 if( branch.conflicts_with_item( it ) ) {
2768 _( "Your %s mutation prevents you from wearing your %s." ) :
2769 _( "My %s mutation prevents me from wearing this %s." ), branch.name(),
2770 it.type_name() );
2771 }
2772 }
2773 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
2774 !it.made_of( material_id( "wool" ) ) && !it.made_of( material_id( "cotton" ) ) &&
2775 !it.made_of( material_id( "nomex" ) ) && !it.made_of( material_id( "leather" ) ) &&
2777 has_trait( trait_ANTLERS ) ) ) {
2778 return ret_val<bool>::make_failure( _( "Cannot wear a helmet over %s." ),
2779 ( has_trait( trait_HORNS_POINTED ) ? _( "horns" ) :
2780 ( has_trait( trait_ANTENNAE ) ? _( "antennae" ) : _( "antlers" ) ) ) );
2781 }
2782 }
2783
2784 if( it.has_flag( flag_SPLINT ) ) {
2785 bool need_splint = false;
2786 for( const bodypart_id &bp : get_all_body_parts() ) {
2787 if( !it.covers( bp->token ) ) {
2788 continue;
2789 }
2790 if( is_limb_broken( bp ) && !worn_with_flag( flag_SPLINT, bp ) ) {
2791 need_splint = true;
2792 break;
2793 }
2794 }
2795 if( !need_splint ) {
2797 _( "You don't have any broken limbs this could help." )
2798 : _( "%s doesn't have any broken limbs this could help." ), name );
2799 }
2800 }
2801
2802 if( it.has_flag( flag_RESTRICT_HANDS ) && !has_two_arms() ) {
2803 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have enough arms to wear that." )
2804 : string_format( _( "%s doesn't have enough arms to wear that." ), name ) ) );
2805 }
2806
2807 //Everything checked after here should be something that could be solved by changing equipment
2808 if( with_equip_change ) {
2810 }
2811
2812 if( it.is_power_armor() ) {
2813 for( auto &elem : worn ) {
2814 if( ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() &&
2815 !elem.has_flag( flag_POWERARMOR_COMPATIBLE ) && !elem.is_power_armor() ) {
2816 return ret_val<bool>::make_failure( _( "Can't wear power armor over other gear!" ) );
2817 } else if( elem.has_flag( flag_POWERARMOR_EXO ) && it.has_flag( flag_POWERARMOR_EXO ) ) {
2818 return ret_val<bool>::make_failure( _( "Can't wear multiple exoskeletons!" ) );
2819 }
2820 }
2823 _( "You can only wear power armor components with power armor!" ) );
2824 }
2826 for( auto &elem : worn ) {
2827 if( elem.has_flag( flag_POWERARMOR_EXO ) &&
2828 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
2829 return ret_val<bool>::make_failure( _( "Can't wear externals over an exoskeleton!" ) );
2830 } else if( elem.has_flag( flag_POWERARMOR_EXTERNAL ) &&
2831 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
2832 return ret_val<bool>::make_failure( _( "Can't wear externals over one another!" ) );
2833 }
2834 }
2835 }
2836 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
2837 int max_layer = 2;
2838 std::vector< std::pair< body_part, int > > mod_parts;
2839 std::vector< std::pair< body_part, bool > > attachments;
2840 body_part bp = num_bp;
2841 bodypart_str_id bpid;
2842 bool lhs = false;
2843 bool rhs = false;
2844 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
2845 bp = static_cast< body_part >( i );
2846 if( it.get_covered_body_parts().test( bp ) ) {
2847 mod_parts.emplace_back( bp, 0 );
2848 attachments.emplace_back( bp, false );
2849 }
2850 }
2851 for( auto &elem : worn ) {
2852 // To check if there's an external/exoskeleton for the mod to attach to.
2853 for( std::pair< body_part, bool > &attachment : attachments ) {
2854 if( elem.get_covered_body_parts().test( attachment.first ) &&
2855 ( elem.has_flag( flag_POWERARMOR_EXO ) || elem.has_flag( flag_POWERARMOR_EXTERNAL ) ) ) {
2856 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
2857 attachment.second = true;
2858 } else {
2859 attachment.second = true;
2860 }
2861 }
2862 }
2863 // To check how many mods are on a given part.
2864 for( std::pair< body_part, int > &mod_part : mod_parts ) {
2865 bpid = convert_bp( mod_part.first );
2866 if( elem.get_covered_body_parts().test( mod_part.first ) &&
2867 elem.has_flag( flag_POWERARMOR_MOD ) ) {
2868 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
2869 mod_part.second++;
2870 } else {
2871 mod_part.second++;
2872 }
2873 }
2874 }
2875 }
2876 for( std::pair< body_part, bool > &attachment : attachments ) {
2877 if( !attachment.second ) {
2878 return ret_val<bool>::make_failure( _( "Nothing to attach the mod to!" ) );
2879 }
2880 }
2881 for( std::pair< body_part, int > &mod_part : mod_parts ) {
2882 bpid = convert_bp( mod_part.first );
2883 if( static_cast< body_part >( mod_part.first ) == bp_torso ) {
2884 max_layer = 3;
2885 }
2886 if( mod_part.second >= max_layer ) {
2887 if( !it.is_sided() || bpid->part_side == side::BOTH ) {
2888 return ret_val<bool>::make_failure( _( "Can't wear any more mods on that body part!" ) );
2889 } else {
2890 if( bpid->part_side == side::LEFT ) {
2891 lhs = true;
2892 } else {
2893 rhs = true;
2894 }
2895 if( lhs && rhs ) {
2896 return ret_val<bool>::make_failure( _( "No more space for that mod!" ) );
2897 }
2898 }
2899 }
2900 }
2901 }
2902 } else {
2903 // Only headgear can be worn with power armor, except other power armor components.
2904 // You can't wear headgear if power armor helmet is already sitting on your head.
2905 for( auto &elem : worn ) {
2907 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) ) {
2908 return ret_val<bool>::make_failure( _( "Can't wear %s with power armor!" ), it.tname() );
2909 }
2910 }
2911 }
2912
2913 // Check if we don't have both hands available before wearing a briefcase, shield, etc. Also occurs if we're already wearing one.
2915 weapon.is_two_handed( *this ) ) ) {
2916 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have a hand free to wear that." )
2917 : string_format( _( "%s doesn't have a hand free to wear that." ), name ) ) );
2918 }
2919
2920 for( auto &i : worn ) {
2921 if( i.has_flag( flag_ONLY_ONE ) && i.typeId() == it.typeId() ) {
2922 return ret_val<bool>::make_failure( _( "Can't wear more than one %s!" ), it.tname() );
2923 }
2924 }
2925
2926 if( amount_worn( it.typeId() ) >= MAX_WORN_PER_TYPE ) {
2927 return ret_val<bool>::make_failure( _( "Can't wear %i or more %s at once." ),
2928 MAX_WORN_PER_TYPE + 1, it.tname( MAX_WORN_PER_TYPE + 1 ) );
2929 }
2930
2931 if( ( ( it.covers( bp_foot_l ) && is_wearing_shoes( side::LEFT ) ) ||
2932 ( it.covers( bp_foot_r ) && is_wearing_shoes( side::RIGHT ) ) ) &&
2933 ( !it.has_flag( flag_OVERSIZE ) || !it.has_flag( flag_OUTER ) ) && !it.has_flag( flag_SKINTIGHT ) &&
2934 !it.has_flag( flag_BELTED ) && !it.has_flag( flag_PERSONAL ) && !it.has_flag( flag_AURA ) &&
2935 !it.has_flag( flag_SEMITANGIBLE ) ) {
2936 // Checks to see if the player is wearing shoes
2937 return ret_val<bool>::make_failure( ( is_player() ? _( "You're already wearing footwear!" )
2938 : string_format( _( "%s is already wearing footwear!" ), name ) ) );
2939 }
2940
2941 if( it.covers( bp_head ) &&
2943 !it.has_flag( flag_PERSONAL ) && !it.is_power_armor() &&
2945 is_wearing_helmet() ) {
2947 ( is_player() ? _( "You can't wear that with other headgear!" )
2948 : string_format( _( "%s can't wear that with other headgear!" ), name ) ) );
2949 }
2950
2951 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
2953 ( head_cloth_encumbrance() + it.get_encumber( *this ) > 40 ) ) {
2954 return ret_val<bool>::make_failure( ( is_player() ? _( "You can't wear that much on your head!" )
2955 : string_format( _( "%s can't wear that much on their head!" ), name ) ) );
2956 }
2957
2959}
static const std::string flag_BELTED("BELTED")
static const trait_id trait_ANTLERS("ANTLERS")
static const trait_id trait_WOOLALLERGY("WOOLALLERGY")
static const trait_id trait_HORNS_POINTED("HORNS_POINTED")
static const std::string flag_SKINTIGHT("SKINTIGHT")
static const std::string flag_POWERARMOR_COMPATIBLE("POWERARMOR_COMPATIBLE")
static const trait_id trait_ANTENNAE("ANTENNAE")
static const std::string flag_HELMET_COMPAT("HELMET_COMPAT")
static const std::string flag_POWERARMOR_EXO("POWERARMOR_EXO")
static const std::string flag_OUTER("OUTER")
static const std::string flag_OVERSIZE("OVERSIZE")
static const std::string flag_ONLY_ONE("ONLY_ONE")
static const std::string flag_POWERARMOR_EXTERNAL("POWERARMOR_EXTERNAL")
static const std::string flag_RESTRICT_HANDS("RESTRICT_HANDS")
static const trait_id trait_SQUEAMISH("SQUEAMISH")
bool is_wearing_power_armor(bool *hasHelmet=nullptr) const
Returns true if the character is wearing power armor.
Definition: character.cpp:3792
bool is_wearing_helmet() const
Returns true if the character is wearing something occupying the helmet slot.
Definition: character.cpp:8875
int amount_worn(const itype_id &id) const
Returns the amount of item ‘type’ that is currently worn.
Definition: character.cpp:2176
bool has_two_arms() const
Returns true if the player has two functioning arms.
Definition: character.cpp:1209
int head_cloth_encumbrance() const
Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.
Definition: character.cpp:8887
bool is_wearing_shoes(const side &which_side=side::BOTH) const
Returns true if the player is wearing something on their feet that is not SKINTIGHT.
Definition: character.cpp:8846
bool is_sided() const
Returns true if item is armor and can be worn on different sides of the body.
Definition: item.cpp:802
const std::vector< material_id > & made_of() const
The ids of all the materials this is made of.
Definition: item.cpp:6413
bool is_filthy() const
Marks the item as filthy, so characters with squeamish trait can't wear it.
Definition: item.cpp:9981
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9851
bool is_power_armor() const
Whether this is a power armor item.
Definition: item.cpp:5786
bool is_armor() const
Definition: item.cpp:6704
int get_encumber(const Character &) const
Returns the encumbrance value that this item has when worn by given player.
Definition: item.cpp:5792
bool is_two_handed(const Character &guy) const
Whether the character needs both hands to wield this item.
Definition: item.cpp:6404
static constexpr int MAX_WORN_PER_TYPE

References _, amount_worn(), BOTH, bp_foot_l, bp_foot_r, bp_head, bp_torso, convert_bp(), item::covers(), flag_AURA(), flag_BELTED(), flag_HELMET_COMPAT(), flag_ONLY_ONE(), flag_OUTER(), flag_OVERSIZE(), flag_PERSONAL(), flag_POWERARMOR_COMPATIBLE(), flag_POWERARMOR_EXO(), flag_POWERARMOR_EXTERNAL(), flag_POWERARMOR_MOD(), flag_RESTRICT_HANDS(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), flag_SPLINT(), Creature::get_all_body_parts(), item::get_covered_body_parts(), item::get_encumber(), get_mutations(), item::has_flag(), item::has_own_flag(), has_trait(), has_two_arms(), head_cloth_encumbrance(), item::is_armor(), item::is_filthy(), is_limb_broken(), Creature::is_player(), item::is_power_armor(), item::is_sided(), item::is_two_handed(), is_wearing_helmet(), is_wearing_power_armor(), is_wearing_shoes(), LEFT, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), MAX_WORN_PER_TYPE, name, num_bp, body_part_type::part_side, RIGHT, string_format(), body_part_set::test(), item::tname(), trait_ANTENNAE, trait_ANTLERS, trait_HORNS_POINTED, trait_SQUEAMISH, trait_WOOLALLERGY, item::type_name(), item::typeId(), weapon, wearing_something_on(), worn, and worn_with_flag().

Referenced by behavior::character_oracle_t::can_wear_warmer_clothes(), dispose_item(), wear_inventory_preset::get_denial(), give_item_to(), handle_problematic_pickup(), examine_item_menu::rate_action_wear(), spell_effect::spawn_ethereal_item(), starting_clothes(), avatar_funcs::use_item(), npc::wear_if_wanted(), and wear_item().

◆ can_wield()

ret_val< bool > Character::can_wield ( const item it) const

Check whether character is capable of wielding given item.

Definition at line 3074 of file character.cpp.

3075{
3076 if( it.made_of( LIQUID ) ) {
3077 return ret_val<bool>::make_failure( _( "Can't wield spilt liquids." ) );
3078 }
3079
3080 if( get_working_arm_count() <= 0 ) {
3082 _( "You need at least one arm to even consider wielding something." ) );
3083 }
3084
3085 if( is_armed() && weapon.has_flag( "NO_UNWIELD" ) ) {
3086 return ret_val<bool>::make_failure( _( "The %s is preventing you from wielding the %s." ),
3088 }
3089
3090 monster *mount = mounted_creature.get();
3091 if( it.is_two_handed( *this ) && ( !has_two_arms() || worn_with_flag( flag_RESTRICT_HANDS ) ) &&
3092 !( is_mounted() && mount->has_flag( MF_RIDEABLE_MECH ) &&
3093 mount->type->mech_weapon && it.typeId() == mount->type->mech_weapon ) ) {
3096 _( "Something you are wearing hinders the use of both hands." ) );
3097 } else if( it.has_flag( "ALWAYS_TWOHAND" ) ) {
3098 return ret_val<bool>::make_failure( _( "The %s can't be wielded with only one arm." ),
3099 it.tname() );
3100 } else {
3101 return ret_val<bool>::make_failure( _( "You are too weak to wield %s with only one arm." ),
3102 it.tname() );
3103 }
3104 }
3105 if( is_mounted() && mount->has_flag( MF_RIDEABLE_MECH ) &&
3106 mount->type->mech_weapon && it.typeId() != mount->type->mech_weapon ) {
3107 return ret_val<bool>::make_failure( _( "You cannot wield anything while piloting a mech." ) );
3108 }
3109
3111}
int get_working_arm_count() const
Returns the number of functioning arms.
Definition: character.cpp:1216
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:177
const mtype * type
Definition: monster.h:477
@ LIQUID
Definition: enums.h:175
std::string fmt_wielded_weapon(const Character &who)
Get the formatted name of the currently wielded item (if any) with current gun mode (if gun)
itype_id mech_weapon
If this monster is a rideable mech with built-in weapons, this is the weapons id.
Definition: mtype.h:368

References _, flag_RESTRICT_HANDS(), character_funcs::fmt_wielded_weapon(), get_working_arm_count(), item::has_flag(), monster::has_flag(), has_two_arms(), is_armed(), is_mounted(), item::is_two_handed(), LIQUID, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), mtype::mech_weapon, MF_RIDEABLE_MECH, mounted_creature, item::tname(), monster::type, item::typeId(), weapon, and worn_with_flag().

Referenced by apply_damage(), find_best_bench(), weapon_inventory_preset::get_denial(), pick_one_up(), character_funcs::try_wield_contents(), avatar::wield(), and avatar_action::wield().

◆ cancel_activity()

void Character::cancel_activity ( )

Definition at line 9209 of file character.cpp.

9210{
9211 activity.canceled( *this );
9212 if( has_activity( ACT_MOVE_ITEMS ) && is_hauling() ) {
9213 stop_hauling();
9214 }
9215 if( has_activity( ACT_TRY_SLEEP ) ) {
9216 remove_value( "sleep_query" );
9217 }
9218 // Clear any backlog items that aren't auto-resume.
9219 for( auto backlog_item = backlog.begin(); backlog_item != backlog.end(); ) {
9220 if( backlog_item->auto_resume ) {
9221 backlog_item++;
9222 } else {
9223 backlog_item = backlog.erase( backlog_item );
9224 }
9225 }
9226 // act wait stamina interrupts an ongoing activity.
9227 // and automatically puts auto_resume = true on it
9228 // we don't want that to persist if there is another interruption.
9229 // and player moves elsewhere.
9230 if( has_activity( ACT_WAIT_STAMINA ) && !backlog.empty() &&
9231 backlog.front().auto_resume ) {
9232 backlog.front().auto_resume = false;
9233 }
9234 if( activity && activity.is_suspendable() ) {
9235 backlog.push_front( activity );
9236 }
9237 sfx::end_activity_sounds(); // kill activity sounds when canceled
9239}
static const activity_id ACT_TRY_SLEEP("ACT_TRY_SLEEP")
static const activity_id ACT_MOVE_ITEMS("ACT_MOVE_ITEMS")
static const activity_id ACT_WAIT_STAMINA("ACT_WAIT_STAMINA")
bool is_hauling() const
Definition: character.cpp:9161
void stop_hauling()
Definition: character.cpp:9152
void canceled(Character &who)
Performs activity-specific cleanup when Character::cancel_activity() is called.
bool is_suspendable() const
If this returns true, the action can be continued without starting from scratch again (see player::ba...
void end_activity_sounds()
Definition: sounds.cpp:1603

References ACT_MOVE_ITEMS, ACT_TRY_SLEEP, ACT_WAIT_STAMINA, activity, backlog, player_activity::canceled(), sfx::end_activity_sounds(), has_activity(), is_hauling(), player_activity::is_suspendable(), Creature::remove_value(), and stop_hauling().

Referenced by activity_on_turn_move_loot(), activity_on_turn_wear(), activity_handlers::adv_inventory_do_turn(), activity_handlers::armor_layers_do_turn(), activity_handlers::build_do_turn(), player::can_continue_craft(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), activity_handlers::craft_do_turn(), autodrive_activity_actor::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), pickup_activity_actor::do_turn(), avatar_action::eat(), fall_asleep(), game::forced_door_closing(), item::handle_craft_failure(), mattack::pull_metal_weapon(), npc::reboot(), DefaultRemovePartHandler::removed(), show_armor_layers_ui(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), stop_hauling(), and npc::talk_to_u().

◆ cancel_stashed_activity()

void Character::cancel_stashed_activity ( )

◆ change_side() [1/2]

bool Character::change_side ( item it,
bool  interactive = true 
)

Swap side on which item is worn; returns false on fail.

If interactive is false, don't alert player or drain moves

Definition at line 3704 of file character.cpp.

3705{
3706 const auto ret = can_swap( it );
3707 if( !ret.success() ) {
3708 if( interactive ) {
3709 add_msg_if_player( m_info, "%s", ret.c_str() );
3710 }
3711 return false;
3712 }
3713
3714 if( !it.swap_side() ) {
3715 if( interactive ) {
3717 _( "You cannot swap the side on which your %s is worn." ),
3718 _( "<npcname> cannot swap the side on which their %s is worn." ),
3719 it.tname() );
3720 }
3721 return false;
3722 }
3723
3724 if( interactive ) {
3725 add_msg_player_or_npc( m_info, _( "You swap the side on which your %s is worn." ),
3726 _( "<npcname> swaps the side on which their %s is worn." ),
3727 it.tname() );
3728 }
3729
3730 mod_moves( -250 );
3732
3733 return true;
3734}
ret_val< bool > can_swap(const item &it) const
Check player capable of swapping the side of a worn item.
Definition: character.cpp:3143
bool swap_side()
Swap the side on which the item is worn.
Definition: item.cpp:830

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), can_swap(), m_info, Creature::mod_moves(), reset_encumbrance(), cata::hash64_detail::ret, item::swap_side(), and item::tname().

Referenced by npc::adjust_worn(), change_side(), examine_item_menu::run(), and show_armor_layers_ui().

◆ change_side() [2/2]

bool Character::change_side ( item_location loc,
bool  interactive = true 
)

Definition at line 3736 of file character.cpp.

3737{
3738 if( !loc || !is_worn( *loc ) ) {
3739 if( interactive ) {
3741 _( "You are not wearing that item." ),
3742 _( "<npcname> isn't wearing that item." ) );
3743 }
3744 return false;
3745 }
3746
3747 return change_side( *loc, interactive );
3748}
bool is_worn(const item &thing) const
Definition: character.h:1096
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3704

References _, Creature::add_msg_player_or_npc(), change_side(), is_worn(), and m_info.

◆ check_and_recover_morale()

bool Character::check_and_recover_morale ( )

Checks permanent morale for consistency and recovers it when an inconsistency is found.

Definition at line 9104 of file character.cpp.

9105{
9106 player_morale test_morale;
9107
9108 for( const item &wit : worn ) {
9109 test_morale.on_item_wear( wit );
9110 }
9111
9112 for( const trait_id &mut : get_mutations() ) {
9113 test_morale.on_mutation_gain( mut );
9114 }
9115
9116 for( const auto &elem : *effects ) {
9117 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
9118 const effect &e = _effect_it.second;
9119 if( !e.is_removed() ) {
9120 test_morale.on_effect_int_change( e.get_id(), e.get_intensity(), e.get_bp() );
9121 }
9122 }
9123 }
9124
9125 test_morale.on_stat_change( "kcal", get_stored_kcal() );
9126 test_morale.on_stat_change( "thirst", get_thirst() );
9127 test_morale.on_stat_change( "fatigue", get_fatigue() );
9128 test_morale.on_stat_change( "pain", get_pain() );
9129 test_morale.on_stat_change( "pkill", get_painkiller() );
9130 test_morale.on_stat_change( "perceived_pain", get_perceived_pain() );
9131
9133
9134 if( !morale->consistent_with( test_morale ) ) {
9135 *morale = player_morale( test_morale ); // Recover consistency
9136 add_msg( m_debug, "%s morale was recovered.", disp_name( true ) );
9137 return false;
9138 }
9139
9140 return true;
9141}
int get_fatigue() const
Definition: character.cpp:4464
int get_thirst() const
Definition: character.cpp:4336
void apply_persistent_morale()
Ensures persistent morale effects are up-to-date.
Definition: character.cpp:8983
pimpl< effects_map > effects
Definition: creature.h:816
const efftype_id & get_id() const
Returns the effect's matching effect_type id.
Definition: effect.h:305
int get_intensity() const
Returns the intensity of an effect.
Definition: effect.cpp:849
const bodypart_str_id & get_bp() const
Returns the targeted body_part of the effect.
Definition: effect.cpp:835
bool is_removed() const
Returns if the effect is disabled and set up for removal.
Definition: effect.h:246
void on_item_wear(const item &it)
Definition: morale.cpp:935
void on_stat_change(const std::string &stat, int value)
Definition: morale.cpp:927
void on_effect_int_change(const efftype_id &eid, int intensity, const bodypart_str_id &bp=bodypart_str_id::NULL_ID())
Definition: morale.cpp:974
void on_mutation_gain(const trait_id &mid)
Definition: morale.cpp:917

References add_msg(), apply_persistent_morale(), disp_name(), Creature::effects, effect::get_bp(), get_fatigue(), effect::get_id(), effect::get_intensity(), get_mutations(), Creature::get_pain(), get_painkiller(), get_perceived_pain(), get_stored_kcal(), get_thirst(), effect::is_removed(), m_debug, morale, player_morale::on_effect_int_change(), player_morale::on_item_wear(), player_morale::on_mutation_gain(), player_morale::on_stat_change(), and worn.

Referenced by game::do_turn().

◆ check_item_encumbrance_flag()

void Character::check_item_encumbrance_flag ( )

Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating.

Definition at line 1756 of file character.cpp.

1757{
1758 bool update_required = check_encumbrance;
1759 for( auto &i : worn ) {
1760 if( !update_required && i.encumbrance_update_ ) {
1761 update_required = true;
1762 }
1763 i.encumbrance_update_ = false;
1764 }
1765
1766 if( update_required ) {
1768 }
1769}
bool check_encumbrance
Definition: character.h:2253

References check_encumbrance, reset_encumbrance(), and worn.

◆ check_mount_is_spooked()

bool Character::check_mount_is_spooked ( )

Definition at line 1031 of file character.cpp.

1032{
1033 if( !is_mounted() ) {
1034 return false;
1035 }
1036 // chance to spook per monster nearby:
1037 // base 1% per turn.
1038 // + 1% per square closer than 15 distanace. (1% - 15%)
1039 // * 2 if hostile monster is bigger than or same size as mounted creature.
1040 // -0.25% per point of dexterity (low -1%, average -2%, high -3%, extreme -3.5%)
1041 // -0.1% per point of strength ( low -0.4%, average -0.8%, high -1.2%, extreme -1.4% )
1042 // / 2 if horse has full tack and saddle.
1043 // Monster in spear reach monster and average stat (8) player on saddled horse, 14% -2% -0.8% / 2 = ~5%
1044 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1045 const m_size mount_size = mounted_creature->get_size();
1046 const bool saddled = mounted_creature->has_effect( effect_saddled );
1047 for( const monster &critter : g->all_monsters() ) {
1048 double chance = 1.0;
1049 Attitude att = critter.attitude_to( *this );
1050 // actually too close now - horse might spook.
1051 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 10 ) {
1052 chance += 10 - rl_dist( pos(), critter.pos() );
1053 if( critter.get_size() >= mount_size ) {
1054 chance *= 2;
1055 }
1056 chance -= 0.25 * get_dex();
1057 chance -= 0.1 * get_str();
1058 if( saddled ) {
1059 chance /= 2;
1060 }
1061 chance = std::max( 1.0, chance );
1062 if( x_in_y( chance, 100.0 ) ) {
1064 return true;
1065 }
1066 }
1067 }
1068 }
1069 return false;
1070}
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
static const efftype_id effect_saddled("monster_saddled")
virtual int get_dex() const
Definition: character.cpp:4077
void forced_dismount()
Definition: character.cpp:1077
Attitude
Simplified attitude towards any creature: hostile - hate, want to kill, etc.
Definition: creature.h:166
m_size
Definition: creature.h:57

References Creature::A_HOSTILE, effect_saddled, forced_dismount(), g, get_dex(), get_str(), HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), sees(), and x_in_y().

Referenced by game::do_turn().

◆ check_mount_will_move()

bool Character::check_mount_will_move ( const tripoint dest_loc)

Definition at line 1013 of file character.cpp.

1014{
1015 if( !is_mounted() ) {
1016 return true;
1017 }
1018 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1019 for( const monster &critter : g->all_monsters() ) {
1020 Attitude att = critter.attitude_to( *this );
1021 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 15 &&
1022 rl_dist( dest_loc, critter.pos() ) < rl_dist( pos(), critter.pos() ) ) {
1023 add_msg_if_player( _( "You fail to budge your %s!" ), mounted_creature->get_name() );
1024 return false;
1025 }
1026 }
1027 }
1028 return true;
1029}

References _, Creature::A_HOSTILE, Creature::add_msg_if_player(), g, HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), and sees().

Referenced by avatar_action::move().

◆ check_needs_extremes()

void Character::check_needs_extremes ( )

Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.

Intelligence slightly decreases occurrence of short naps when dead tired Intelligence slightly decreases occurrence of short naps when exhausted Perception slightly decreases occurrence of short naps when sleep deprived Perception slightly increases resilience against passing out from sleep deprivation

Definition at line 4981 of file character.cpp.

4982{
4983 // Check if we've overdosed... in any deadly way.
4984 if( get_stim() > 250 ) {
4985 add_msg_if_player( m_bad, _( "You have a sudden heart attack!" ) );
4986 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4987 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4988 } else if( get_stim() < -200 || get_painkiller() > 240 ) {
4989 add_msg_if_player( m_bad, _( "Your breathing stops completely." ) );
4990 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4991 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4992 } else if( has_effect( effect_jetinjector ) && get_effect_dur( effect_jetinjector ) > 40_minutes ) {
4993 if( !( has_trait( trait_NOPAIN ) ) ) {
4994 add_msg_if_player( m_bad, _( "Your heart spasms painfully and stops." ) );
4995 } else {
4996 add_msg_if_player( _( "Your heart spasms and stops." ) );
4997 }
4999 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5000 } else if( get_effect_dur( effect_adrenaline ) > 50_minutes ) {
5001 add_msg_if_player( m_bad, _( "Your heart spasms and stops." ) );
5003 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5004 } else if( get_effect_int( effect_drunk ) > 4 ) {
5005 add_msg_if_player( m_bad, _( "Your breathing slows down to a stop." ) );
5007 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5008 }
5009
5010 // check if we've starved
5011 if( is_player() ) {
5012 if( get_stored_kcal() <= 0 ) {
5013 add_msg_if_player( m_bad, _( "You have starved to death." ) );
5014 g->events().send<event_type::dies_of_starvation>( getID() );
5015 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5016 } else if( calendar::once_every( 6_hours ) ) {
5017 std::string category;
5018 if( get_kcal_percent() < 0.1f ) {
5019 category = "empty_starving";
5020 } else if( get_kcal_percent() < 0.25f ) {
5021 category = "empty_emaciated";
5022 } else if( get_kcal_percent() < 0.5f ) {
5023 category = "empty_malnutrition";
5024 } else if( get_kcal_percent() < 0.7f ) {
5025 category = "empty_low_cal";
5026 }
5027 if( !category.empty() ) {
5028 const translation message = SNIPPET.random_from_category( category ).value_or( translation() );
5030 }
5031
5032 }
5033 }
5034
5035 // Check if we're dying of thirst
5037 if( get_thirst() >= thirst_levels::dead ) {
5038 add_msg_if_player( m_bad, _( "You have died of dehydration." ) );
5039 g->events().send<event_type::dies_of_thirst>( getID() );
5040 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5041 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.333f ) &&
5042 calendar::once_every( 30_minutes ) ) {
5043 add_msg_if_player( m_warning, _( "Even your eyes feel dry…" ) );
5044 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.666f ) &&
5045 calendar::once_every( 30_minutes ) ) {
5046 add_msg_if_player( m_warning, _( "You are THIRSTY!" ) );
5047 } else if( calendar::once_every( 30_minutes ) ) {
5048 add_msg_if_player( m_warning, _( "Your mouth feels so dry…" ) );
5049 }
5050 }
5051
5052 // Check if we're falling asleep, unless we're sleeping
5055 add_msg_if_player( m_bad, _( "Survivor sleep now." ) );
5057 mod_fatigue( -10 );
5058 fall_asleep();
5059 } else if( get_fatigue() >= 800 && calendar::once_every( 30_minutes ) ) {
5060 add_msg_if_player( m_warning, _( "Anywhere would be a good place to sleep…" ) );
5061 } else if( calendar::once_every( 30_minutes ) ) {
5062 add_msg_if_player( m_warning, _( "You feel like you haven't slept in days." ) );
5063 }
5064 }
5065
5066 // Even if we're not Exhausted, we really should be feeling lack/sleep earlier
5067 // Penalties start at Dead Tired and go from there
5069 if( get_fatigue() >= 700 ) {
5070 if( calendar::once_every( 30_minutes ) ) {
5071 add_msg_if_player( m_warning, _( "You're too physically tired to stop yawning." ) );
5072 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5073 }
5074 /** @EFFECT_INT slightly decreases occurrence of short naps when dead tired */
5075 if( one_in( 50 + int_cur ) ) {
5076 fall_asleep( 30_seconds );
5077 }
5078 } else if( get_fatigue() >= fatigue_levels::exhausted ) {
5079 if( calendar::once_every( 30_minutes ) ) {
5080 add_msg_if_player( m_warning, _( "How much longer until bedtime?" ) );
5081 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5082 }
5083 /** @EFFECT_INT slightly decreases occurrence of short naps when exhausted */
5084 if( one_in( 100 + int_cur ) ) {
5085 fall_asleep( 30_seconds );
5086 }
5087 } else if( get_fatigue() >= fatigue_levels::dead_tired && calendar::once_every( 30_minutes ) ) {
5088 add_msg_if_player( m_warning, _( "*yawn* You should really get some sleep." ) );
5089 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5090 }
5091 }
5092
5093 // Sleep deprivation kicks in if lack of sleep is avoided with stimulants or otherwise for long periods of time
5095 float sleep_deprivation_pct = sleep_deprivation / static_cast<float>
5097
5099 calendar::once_every( 60_minutes ) &&
5103 _( "Your mind feels tired. It's been a while since you've slept well." ) );
5104 mod_fatigue( 1 );
5107 _( "Your mind feels foggy from lack of good sleep, and your eyes keep trying to close against your will." ) );
5108 mod_fatigue( 5 );
5109
5110 if( one_in( 10 ) ) {
5111 mod_healthy_mod( -1, 0 );
5112 }
5115 _( "Your mind feels weary, and you dread every wakeful minute that passes. You crave sleep, and feel like you're about to collapse." ) );
5116 mod_fatigue( 10 );
5117
5118 if( one_in( 5 ) ) {
5119 mod_healthy_mod( -2, -20 );
5120 }
5123 _( "You haven't slept decently for so long that your whole body is screaming for mercy. It's a miracle that you're still awake, but it just feels like a curse now." ) );
5124 mod_fatigue( 40 );
5125
5126 mod_healthy_mod( -5, -50 );
5127 }
5128 // else you pass out for 20 hours, guaranteed
5129
5130 // Microsleeps are slightly worse if you're sleep deprived, but not by much. (chance: 1 in (75 + per_cur) at minor sleep deprivation)
5131 // Note: these can coexist with fatigue-related microsleeps
5132 /** @EFFECT_PER slightly decreases occurrence of short naps when sleep deprived */
5133 if( one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 75 + get_per() ) ) ) {
5134 fall_asleep( 30_seconds );
5135 }
5136
5137
5140 /** @EFFECT_PER slightly increases resilience against passing out from sleep deprivation */
5141 one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 100 ) + get_per() ) ) ) ) {
5143 _( "Your body collapses due to sleep deprivation, your neglected fatigue rushing back all at once, and you pass out on the spot." )
5144 , _( "<npcname> collapses to the ground from exhaustion." ) );
5146 set_fatigue( static_cast<int>( fatigue_levels::exhausted ) );
5147 }
5148
5150 fall_asleep( 20_hours );
5152 fall_asleep( 16_hours );
5153 } else {
5154 fall_asleep( 12_hours );
5155 }
5156 }
5157 }
5158}
constexpr T lerp(const T &min, const T &max, float t)
Linear interpolation: returns first argument if t is 0, second if t is 1, otherwise proportional to t...
Definition: cata_utility.h:159
static const efftype_id effect_lack_sleep("lack_sleep")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_meth("meth")
static const efftype_id effect_jetinjector("jetinjector")
static const trait_id trait_NOPAIN("NOPAIN")
float get_kcal_percent() const
Definition: character.cpp:4331
virtual void set_fatigue(int nfatigue)
Definition: character.cpp:4449
void fall_asleep()
Adds "sleep" to the player.
Definition: character.cpp:9249
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4439
int get_stim() const
Definition: character.cpp:7036
virtual void mod_healthy_mod(int nhealthy_mod, int cap)
Definition: character.cpp:4267
int get_sleep_deprivation() const
Definition: character.cpp:4469
virtual int get_per() const
Definition: character.cpp:4081
void set_part_hp_cur(const bodypart_id &id, int set)
Definition: creature.cpp:1596
time_duration get_effect_dur(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the duration of the matching effect.
Definition: creature.cpp:1261
std::optional< translation > random_from_category(const std::string &cat) const
Returns a random snippet out of the given category.
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
@ m_warning
Definition: enums.h:264
@ falls_asleep_from_exhaustion
@ dies_from_drug_overdose
@ dies_of_starvation
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
std::string message
Definition: mapgen.cpp:411
snippet_library SNIPPET

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dead, dead_tired, dies_from_drug_overdose, dies_of_starvation, dies_of_thirst, effect_adrenaline, effect_drunk, effect_jetinjector, effect_lack_sleep, effect_meth, efftype_id, exhausted, fall_asleep(), falls_asleep_from_exhaustion, g, Creature::get_effect_dur(), Creature::get_effect_int(), get_fatigue(), get_kcal_percent(), get_painkiller(), get_per(), get_sleep_deprivation(), get_stim(), get_stored_kcal(), get_thirst(), getID(), harmless, Creature::has_effect(), has_trait(), in_sleep_state(), int_cur, Creature::is_player(), lerp(), m_bad, m_warning, major, massive, mapgen_defer::message, minor, mod_fatigue(), mod_healthy_mod(), calendar::once_every(), one_in(), parched, snippet_library::random_from_category(), serious, set_fatigue(), Creature::set_part_hp_cur(), sleep_deprivation, SNIPPET, and trait_NOPAIN.

Referenced by update_body().

◆ check_outbounds_activity()

bool Character::check_outbounds_activity ( const player_activity act,
bool  check_only = false 
)

Definition at line 922 of file character.cpp.

923{
924 map &here = get_map();
925 if( ( act.placement != tripoint_zero && act.placement != tripoint_min &&
926 !here.inbounds( here.getlocal( act.placement ) ) ) || ( !act.coords.empty() &&
927 !here.inbounds( here.getlocal( act.coords.back() ) ) ) ) {
928 if( is_npc() && !check_only ) {
929 // stash activity for when reloaded.
931 if( !backlog.empty() ) {
933 }
935 }
937 "npc %s at pos %d %d, activity target is not inbounds at %d %d therefore activity was stashed",
938 disp_name(), pos().x, pos().y, act.placement.x, act.placement.y );
939 return true;
940 }
941 return false;
942}
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8387
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7873
static constexpr tripoint tripoint_zero
Definition: point.h:259
static constexpr tripoint tripoint_min
Definition: point.h:304

References act, activity, add_msg(), backlog, disp_name(), get_map(), map::getlocal(), map::inbounds(), Creature::is_npc(), m_debug, pos(), stashed_outbounds_activity, stashed_outbounds_backlog, tripoint_min, and tripoint_zero.

Referenced by player_activity::do_turn(), and npc::move().

◆ clairvoyance()

int Character::clairvoyance ( ) const

Returns the distance the player can see through walls.

Definition at line 680 of file character.cpp.

681{
683 return MAX_CLAIRVOYANCE;
684 }
685
687 return 8;
688 }
689
691 return 3;
692 }
693
694 // 0 would mean we have clairvoyance of own tile
695 return -1;
696}
@ VISION_CLAIRVOYANCE_PLUS
@ VISION_CLAIRVOYANCE_SUPER
std::bitset< NUM_VISION_MODES > vision_mode_cache
Definition: character.h:2175

References VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, and vision_mode_cache.

Referenced by sees().

◆ clear_bionics()

void Character::clear_bionics ( )

Remove all bionics.

Definition at line 2763 of file bionics.cpp.

2764{
2765 my_bionics->clear();
2766}

References my_bionics.

◆ clear_destination()

◆ clear_destination_activity()

void Character::clear_destination_activity ( )

Definition at line 949 of file character.cpp.

950{
952}
player_activity destination_activity
Definition: character.h:2238

References destination_activity.

Referenced by clear_destination().

◆ clear_miss_reasons()

void Character::clear_miss_reasons ( )

Clears the list of reasons for why the player would miss a melee attack.

Definition at line 356 of file melee.cpp.

357{
358 melee_miss_reasons.clear();
359}

References melee_miss_reasons.

Referenced by process_turn().

◆ clear_morale()

void Character::clear_morale ( )

Definition at line 9094 of file character.cpp.

9095{
9096 morale->clear();
9097}

References morale.

◆ clear_mutations()

void Character::clear_mutations ( )

Empties the trait and mutations lists.

Definition at line 2882 of file newcharacter.cpp.

2883{
2884 while( !my_traits.empty() ) {
2885 toggle_trait( *my_traits.begin() );
2886 }
2887 while( !my_mutations.empty() ) {
2888 unset_mutation( my_mutations.begin()->first );
2889 }
2890 cached_mutations.clear();
2891}
void toggle_trait(const trait_id &)
Toggles a trait on the player and in their mutation list.
Definition: mutation.cpp:125
std::vector< const mutation_branch * > cached_mutations
Pointers to mutation branches in my_mutations.
Definition: character.h:2161
void unset_mutation(const trait_id &)
Definition: mutation.cpp:165
std::unordered_set< trait_id > my_traits
Contains mutation ids of the base traits.
Definition: character.h:2157

References cached_mutations, my_mutations, my_traits, toggle_trait(), and unset_mutation().

Referenced by npc::randomize(), and reset_scenario().

◆ clear_npc_ai_info_cache()

void Character::clear_npc_ai_info_cache ( npc_ai_info  key) const

◆ clear_skills()

void Character::clear_skills ( )

Clear the skills map, setting all levels to 0.

Definition at line 2893 of file newcharacter.cpp.

2894{
2895 for( auto &sk : *_skills ) {
2896 sk.second.level( 0 );
2897 }
2898}
pimpl< SkillLevelMap > _skills
Character skills.
Definition: character.h:2168

References _skills.

Referenced by reset_scenario().

◆ compute_effective_nutrients()

nutrients Character::compute_effective_nutrients ( const item comest) const

Definition at line 333 of file consumption.cpp.

334{
335 if( !comest.is_comestible() ) {
336 return {};
337 }
338
339 // if item has components, will derive calories from that instead.
340 if( !comest.components.empty() && !comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
341 nutrients tally{};
342 for( const item &component : comest.components ) {
343 nutrients component_value =
345 if( component.has_flag( flag_BYPRODUCT ) ) {
346 tally -= component_value;
347 } else {
348 tally += component_value;
349 }
350 }
351 return tally / comest.recipe_charges;
352 } else {
353 return compute_default_effective_nutrients( comest, *this );
354 }
355}
std::list< item > components
Definition: item.h:2164
int recipe_charges
Definition: item.h:2204
static nutrients compute_default_effective_nutrients(const item &comest, const Character &you, const cata::flat_set< std::string > &extra_flags={})
static const std::string flag_NUTRIENT_OVERRIDE("NUTRIENT_OVERRIDE")
static const std::string flag_BYPRODUCT("BYPRODUCT")

References item::components, compute_default_effective_nutrients(), compute_effective_nutrients(), flag_BYPRODUCT(), flag_NUTRIENT_OVERRIDE(), item::has_flag(), item::is_comestible(), and item::recipe_charges.

Referenced by can_eat(), comestible_inventory_preset::comestible_inventory_preset(), compute_effective_nutrients(), consume_effects(), eat(), item::food_info(), nutrition_for(), and will_eat().

◆ compute_nutrient_range() [1/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const item comest,
const recipe_id recipe_i,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Get calorie & vitamin contents for a comestible, taking into account character traits.

Get range of possible nutrient content, for a particular recipe, depending on choice of ingredients

Definition at line 359 of file consumption.cpp.

362{
363 if( !comest.is_comestible() ) {
364 return {};
365 }
366
367 // if item has components, will derive calories from that instead.
368 if( comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
370 return { result, result };
371 }
372
373 nutrients tally_min;
374 nutrients tally_max;
375
376 const recipe &rec = *recipe_i;
377
378 cata::flat_set<std::string> our_extra_flags = extra_flags;
379
380 if( rec.hot_result() ) {
381 our_extra_flags.insert( flag_COOKED );
382 }
383
384 const requirement_data requirements = rec.simple_requirements();
385 const requirement_data::alter_item_comp_vector &component_requirements =
386 requirements.get_components();
387
388 for( const std::vector<item_comp> &component_options : component_requirements ) {
389 nutrients this_min;
390 nutrients this_max;
391 bool first = true;
392 for( const item_comp &component_option : component_options ) {
393 std::pair<nutrients, nutrients> component_option_range =
394 compute_nutrient_range( component_option.type, our_extra_flags );
395 component_option_range.first *= component_option.count;
396 component_option_range.second *= component_option.count;
397
398 if( first ) {
399 std::tie( this_min, this_max ) = component_option_range;
400 first = false;
401 } else {
402 this_min.min_in_place( component_option_range.first );
403 this_max.max_in_place( component_option_range.second );
404 }
405 }
406 tally_min += this_min;
407 tally_max += this_max;
408 }
409
410 for( const std::pair<const itype_id, int> &byproduct : rec.byproducts ) {
411 item byproduct_it( byproduct.first, calendar::turn, byproduct.second );
412 nutrients byproduct_nutr = compute_default_effective_nutrients( byproduct_it, *this );
413 tally_min -= byproduct_nutr;
414 tally_max -= byproduct_nutr;
415 }
416
417 int charges = comest.count();
418 return { tally_min / charges, tally_max / charges };
419}
std::pair< nutrients, nutrients > compute_nutrient_range(const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
Get calorie & vitamin contents for a comestible, taking into account character traits.
iterator insert(iterator, const value_type &value)
Definition: flat_set.h:151
int count() const
If count_by_charges(), returns charges, otherwise 1.
Definition: item.cpp:6010
Definition: recipe.h:35
const requirement_data & simple_requirements() const
Fetch combined requirement data (inline and via "using" syntax).
Definition: recipe.h:69
bool hot_result() const
Definition: recipe.cpp:807
std::map< itype_id, int > byproducts
Definition: recipe.h:107
static const std::string flag_COOKED("COOKED")
void min_in_place(const nutrients &r)
Replace the values here with the minimum (or maximum) of themselves and the corresponding values take...
Definition: stomach.cpp:12
void max_in_place(const nutrients &r)
Definition: stomach.cpp:29
The *_vector members represent list of alternatives requirements: alter_tool_comp_vector = { * { { a,...
Definition: requirements.h:215
const alter_item_comp_vector & get_components() const
std::vector< std::vector< item_comp > > alter_item_comp_vector
Definition: requirements.h:223

References recipe::byproducts, compute_default_effective_nutrients(), compute_nutrient_range(), item::count(), flag_COOKED(), flag_NUTRIENT_OVERRIDE(), requirement_data::get_components(), item::has_flag(), recipe::hot_result(), cata::flat_set< T, Compare, Data >::insert(), item::is_comestible(), nutrients::max_in_place(), nutrients::min_in_place(), recipe::simple_requirements(), and calendar::turn.

Referenced by compute_nutrient_range(), and item::food_info().

◆ compute_nutrient_range() [2/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const itype_id comest_id,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Same, but across arbitrary recipes.

Definition at line 423 of file consumption.cpp.

425{
426 const itype *comest = &*comest_id;
427 if( !comest->comestible ) {
428 return {};
429 }
430
431 item comest_it( comest, calendar::turn, 1 );
432 // The default nutrients are always a possibility
433 nutrients min_nutr = compute_default_effective_nutrients( comest_it, *this, extra_flags );
434
435 if( comest->has_flag( flag_NUTRIENT_OVERRIDE ) ||
436 recipe_dict.is_item_on_loop( comest->get_id() ) ) {
437 return { min_nutr, min_nutr };
438 }
439
440 nutrients max_nutr = min_nutr;
441
442 for( const recipe_id &rec : comest->recipes ) {
443 nutrients this_min;
444 nutrients this_max;
445
446 item result_it = rec->create_result();
447 if( result_it.contents.num_item_stacks() == 1 ) {
448 const item alt_result = result_it.contents.front();
449 if( alt_result.typeId() == comest_it.typeId() ) {
450 result_it = alt_result;
451 }
452 }
453 if( result_it.typeId() != comest_it.typeId() ) {
454 debugmsg( "When creating recipe result expected %s, got %s\n",
455 comest_it.typeId().str(), result_it.typeId().str() );
456 }
457 std::tie( this_min, this_max ) = compute_nutrient_range( result_it, rec, extra_flags );
458 min_nutr.min_in_place( this_min );
459 max_nutr.max_in_place( this_max );
460 }
461
462 return { min_nutr, max_nutr };
463}
size_t num_item_stacks() const
returns the number of items stacks in contents each item that is not count_by_charges,...
bool is_item_on_loop(const itype_id &) const
item create_result() const
Definition: recipe.cpp:456
recipe_dictionary recipe_dict
cata::value_ptr< islot_comestible > comestible
Definition: itype.h:850
std::vector< recipe_id > recipes
What recipes can make this item.
Definition: itype.h:1014
bool has_flag(const std::string &flag) const
Definition: itype.cpp:146
const itype_id & get_id() const
Definition: itype.cpp:88

References itype::comestible, compute_default_effective_nutrients(), compute_nutrient_range(), item::contents, recipe::create_result(), debugmsg, flag_NUTRIENT_OVERRIDE(), item_contents::front(), itype::get_id(), itype::has_flag(), recipe_dictionary::is_item_on_loop(), nutrients::max_in_place(), nutrients::min_in_place(), item_contents::num_item_stacks(), recipe_dict, itype::recipes, string_id< T >::str(), calendar::turn, and item::typeId().

◆ conduct_blood_analysis()

void Character::conduct_blood_analysis ( ) const

Definition at line 1950 of file character.cpp.

1951{
1952 std::vector<std::string> effect_descriptions;
1953 std::vector<nc_color> colors;
1954
1955 for( auto &elem : *effects ) {
1956 if( elem.first->get_blood_analysis_description().empty() ) {
1957 continue;
1958 }
1959 effect_descriptions.emplace_back( elem.first->get_blood_analysis_description() );
1960 colors.emplace_back( elem.first->get_rating() == e_good ? c_green : c_red );
1961 }
1962
1963 const int win_w = 46;
1964 size_t win_h = 0;
1966 ui_adaptor ui;
1967 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
1968 win_h = std::min( static_cast<size_t>( TERMY ),
1969 std::max<size_t>( 1, effect_descriptions.size() ) + 2 );
1970 w = catacurses::newwin( win_h, win_w,
1971 point( ( TERMX - win_w ) / 2, ( TERMY - win_h ) / 2 ) );
1972 ui.position_from_window( w );
1973 } );
1974 ui.mark_resize();
1975 ui.on_redraw( [&]( const ui_adaptor & ) {
1976 draw_border( w, c_red, string_format( " %s ", _( "Blood Test Results" ) ) );
1977 if( effect_descriptions.empty() ) {
1978 trim_and_print( w, point( 2, 1 ), win_w - 3, c_white, _( "No effects." ) );
1979 } else {
1980 for( size_t line = 1; line < ( win_h - 1 ) && line <= effect_descriptions.size(); ++line ) {
1981 trim_and_print( w, point( 2, line ), win_w - 3, colors[line - 1], effect_descriptions[line - 1] );
1982 }
1983 }
1984 wnoutrefresh( w );
1985 } );
1986 input_context ctxt( "BLOOD_TEST_RESULTS" );
1987 ctxt.register_action( "CONFIRM" );
1988 ctxt.register_action( "QUIT" );
1989 ctxt.register_action( "HELP_KEYBINDINGS" );
1990 bool stop = false;
1991 // Display new messages
1992 g->invalidate_main_ui_adaptor();
1993 while( !stop ) {
1995 const std::string action = ctxt.handle_input();
1996 if( action == "CONFIRM" || action == "QUIT" ) {
1997 stop = true;
1998 }
1999 }
2000}
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
Represents a context in which a set of actions can be performed.
Definition: input.h:382
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
@ action
Definition: dialogue.h:36
@ e_good
Definition: effect.h:29
void line(map *m, const ter_id &type, point p1, point p2)
Definition: mapgen.cpp:6281
std::string colors()
Definition: path_info.cpp:146
window newwin(int nlines, int ncols, point begin)
Definition: ncurses_def.cpp:34
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
Definition: overmap_ui.h:17
int TERMX
Definition: output.cpp:47
int TERMY
Definition: output.cpp:48
void trim_and_print(const catacurses::window &w, point begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575

References _, action, c_green, c_red, c_white, PATH_INFO::colors(), draw_border(), e_good, Creature::effects, g, input_context::handle_input(), line(), catacurses::newwin(), ui_manager::redraw(), input_context::register_action(), string_format(), TERMX, TERMY, trim_and_print(), and catacurses::wnoutrefresh().

Referenced by activate_bionic(), and iexamine::autodoc().

◆ consume()

void Character::consume ( item_location  loc)

Consume item (food, fuel, medicine, ...) at given location loc .

Definition at line 1527 of file consumption.cpp.

1528{
1529 item &target = *loc;
1530 const bool wielding = is_wielding( target );
1531 const bool worn = is_worn( target );
1532 const bool inv_item = !( wielding || worn );
1533
1534 if( consume_item( target ) ) {
1535
1536 const bool was_in_container = !can_consume_as_is( target );
1537
1538 if( was_in_container ) {
1539 i_rem( &target.contents.front() );
1540 } else {
1541 i_rem( &target );
1542 }
1543
1544 // Restack and sort so that we don't lie about target's invlet
1545 if( inv_item ) {
1546 inv.restack( *this->as_player() );
1547 }
1548
1549 if( was_in_container && wielding ) {
1550 add_msg_if_player( _( "You are now wielding an empty %s." ), weapon.tname() );
1551 } else if( was_in_container && worn ) {
1552 add_msg_if_player( _( "You are now wearing an empty %s." ), target.tname() );
1553 } else if( was_in_container && !is_npc() ) {
1554 bool drop_it = false;
1555 if( get_option<std::string>( "DROP_EMPTY" ) == "no" ) {
1556 drop_it = false;
1557 } else if( get_option<std::string>( "DROP_EMPTY" ) == "watertight" ) {
1558 drop_it = !target.is_watertight_container();
1559 } else if( get_option<std::string>( "DROP_EMPTY" ) == "all" ) {
1560 drop_it = true;
1561 }
1562 if( drop_it ) {
1563 add_msg( _( "You drop the empty %s." ), target.tname() );
1565 } else {
1566 int quantity = inv.const_stack( inv.position_by_item( &target ) ).size();
1567 char letter = target.invlet ? target.invlet : ' ';
1568 add_msg( m_info, _( "%c - %d empty %s" ), letter, quantity, target.tname( quantity ) );
1569 }
1570 }
1571 } else if( inv_item ) {
1572 if( pickup::handle_spillable_contents( *this, target, g->m ) ) {
1573 i_rem( &target );
1574 }
1575 inv.restack( *this->as_player() );
1576 inv.unsort();
1577 }
1578}
bool consume_item(item &target)
Consume given item (food, fuel, medicine, ...).
bool is_wielding(const item &target) const
Definition: character.cpp:3214
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
item remove_item(const item *it)
Remove a specific item from the inventory.
Definition: inventory.cpp:718
const std::list< item > & const_stack(int i) const
Definition: inventory.cpp:152
int position_by_item(const item *it) const
Returns the item position of the stack that contains the given item (compared by pointers).
Definition: inventory.cpp:829
bool is_watertight_container() const
Whether this is a container which can be used to store liquids.
Definition: item.cpp:6724
bool handle_spillable_contents(Character &c, item &it, map &m)
If character is handling a potentially spillable bucket, gracefully handle what to do with the conten...
Definition: pickup.cpp:1246

References _, add_msg(), Creature::add_msg_if_player(), Creature::as_player(), can_consume_as_is(), inventory::const_stack(), consume_item(), item::contents, deliberate, item_contents::front(), g, pickup::handle_spillable_contents(), i_rem(), inv, item::invlet, Creature::is_npc(), item::is_watertight_container(), is_wielding(), is_worn(), m_info, inventory::position_by_item(), put_into_vehicle_or_drop(), inventory::remove_item(), inventory::restack(), item::tname(), inventory::unsort(), weapon, and worn.

Referenced by npc::consume_cbm_items(), npc::consume_food(), avatar_action::eat(), avatar_funcs::use_item(), and npc::use_painkiller().

◆ consume_charges()

bool Character::consume_charges ( item used,
int  qty 
)

Consume charges of a tool or comestible item, potentially destroying it in the process.

Parameters
useditem consuming the charges
qtynumber of charges to consume which must be non-zero
Returns
true if item was destroyed

Definition at line 7396 of file character.cpp.

7397{
7398 if( qty < 0 ) {
7399 debugmsg( "Tried to consume negative charges" );
7400 return false;
7401 }
7402
7403 if( qty == 0 ) {
7404 return false;
7405 }
7406
7407 if( !used.is_tool() && !used.is_food() && !used.is_medication() ) {
7408 debugmsg( "Tried to consume charges for non-tool, non-food, non-med item" );
7409 return false;
7410 }
7411
7412 // Consume comestibles destroying them if no charges remain
7413 if( used.is_food() || used.is_medication() ) {
7414 used.charges -= qty;
7415 if( used.charges <= 0 ) {
7416 i_rem( &used );
7417 return true;
7418 }
7419 return false;
7420 }
7421
7422 // Tools which don't require ammo are instead destroyed
7423 if( used.is_tool() && !used.ammo_required() ) {
7424 i_rem( &used );
7425 return true;
7426 }
7427
7428 if( used.is_power_armor() ) {
7429 if( used.charges >= qty ) {
7430 used.ammo_consume( qty, pos() );
7431 } else if( character_funcs::can_interface_armor( *this ) && has_charges( itype_bio_armor, qty ) ) {
7433 } else {
7434 use_charges( itype_UPS, qty );
7435 }
7436 }
7437
7438 // USE_UPS never occurs on base items but is instead added by the UPS tool mod
7439 if( used.has_flag( flag_USE_UPS ) ) {
7440 // With the new UPS system, we'll want to use any charges built up in the tool before pulling from the UPS
7441 // The usage of the item was already approved, so drain item if possible, otherwise use UPS
7442 if( used.charges >= qty ) {
7443 used.ammo_consume( qty, pos() );
7444 } else {
7445 use_charges( itype_UPS, qty );
7446 }
7447 } else {
7448 used.ammo_consume( std::min( qty, used.ammo_remaining() ), pos() );
7449 }
7450 return false;
7451}
static const itype_id itype_UPS("UPS")
static const std::string flag_USE_UPS("USE_UPS")
static const itype_id itype_bio_armor("bio_armor")
std::list< item > use_charges(const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9638
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7387
bool is_tool() const
Definition: item.cpp:6958
int ammo_required() const
Quantity of ammunition consumed per usage of tool or with each shot of gun.
Definition: item.cpp:7457
bool is_food() const
Definition: item.cpp:6592
int ammo_consume(int qty, const tripoint &pos)
Consume ammo (if available) and return the amount of ammo that was consumed.
Definition: item.cpp:7485
bool can_interface_armor(const Character &who)
Check whether character has an active bionic capable of interfacing with power armor.

References item::ammo_consume(), item::ammo_remaining(), item::ammo_required(), character_funcs::can_interface_armor(), item::charges, debugmsg, flag_USE_UPS(), has_charges(), item::has_flag(), i_rem(), item::is_food(), item::is_medication(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, pos(), and use_charges().

Referenced by chop_plank_activity(), chop_tree_activity(), feedpet(), activity_handlers::firstaid_finish(), npc::heal_player(), npc::heal_self(), invoke_item(), activity_handlers::jackhammer_finish(), petfood(), activity_handlers::pickaxe_finish(), npc::pretend_heal(), activity_handlers::repair_item_finish(), activity_handlers::shear_finish(), activity_handlers::spellcasting_finish(), and activity_handlers::start_fire_finish().

◆ consume_effects()

bool Character::consume_effects ( item food)

Handles the effects of consuming an item.

Definition at line 1162 of file consumption.cpp.

1163{
1164 if( !food.is_comestible() ) {
1165 debugmsg( "called Character::consume_effects with non-comestible" );
1166 return false;
1167 }
1168
1169 if( has_trait( trait_THRESH_PLANT ) && food.type->can_use( "PLANTBLECH" ) ) {
1170 // Was used to cap nutrition and thirst, but no longer does this
1171 return false;
1172 }
1175 // No good can come of this.
1176 return false;
1177 }
1178
1179 const auto &comest = *food.get_comestible();
1180
1181 // Rotten food causes health loss
1182 const float relative_rot = food.get_relative_rot();
1183 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) &&
1185 const float rottedness = clamp( 2 * relative_rot - 2.0f, 0.1f, 1.0f );
1186 // ~-1 health per 1 nutrition at halfway-rotten-away, ~0 at "just got rotten"
1187 // But always round down
1188 int h_loss = -rottedness * comest.get_default_nutr();
1189 mod_healthy_mod( h_loss, -200 );
1190 add_msg( m_debug, "%d health from %0.2f%% rotten food", h_loss, rottedness );
1191 }
1192
1193 // Used in hibernation messages.
1194 const auto nutr = nutrition_for( food );
1195 const bool skip_health = has_trait( trait_PROJUNK2 ) && comest.healthy < 0;
1196 // We can handle junk just fine
1197 if( !skip_health ) {
1198 modify_health( comest );
1199 }
1200 modify_stimulation( comest );
1201 modify_fatigue( comest );
1202 modify_radiation( comest );
1203 modify_addiction( comest );
1204 modify_morale( food, nutr );
1205
1206 // Moved here and changed a bit - it was too complex
1207 // Incredibly minor stuff like this shouldn't require complexity
1208 if( !is_npc() && has_trait( trait_SLIMESPAWNER ) &&
1211 _( "You feel as though you're going to split open! In a good way?" ) );
1212 mod_pain( 5 );
1213 int numslime = 1;
1214 for( int i = 0; i < numslime; i++ ) {
1215 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
1216 slime->friendly = -1;
1217 }
1218 }
1219 mod_stored_kcal( -400 );
1220 mod_thirst( 40 );
1221 //~ slimespawns have *small voices* which may be the Nice equivalent
1222 //~ of the Rat King's ALL CAPS invective. Probably shared-brain telepathy.
1223 add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) );
1224 }
1225
1226 // Set up food for ingestion
1227 const item &contained_food = food.is_container() ? food.get_contained() : food;
1228 food_summary ingested{
1229 compute_effective_nutrients( contained_food )
1230 };
1231 // Maybe move tapeworm to digestion
1232 if( has_effect( effect_tapeworm ) ) {
1233 ingested.nutr /= 2;
1234 }
1235
1236 int excess_kcal = get_stored_kcal() + stomach.get_calories() + ingested.nutr.kcal -
1238
1239 // Moved hypermetabolism check here to prevent it being gimped by various bloating/vomit problems.
1240 if( excess_kcal > 0 && has_trait( trait_EATHEALTH ) ) {
1241 healall( roll_remainder( excess_kcal / 50.0f ) );
1242 mod_stored_kcal( -excess_kcal );
1243 excess_kcal = 0;
1244 }
1245
1246 int excess_quench = -( get_thirst() - comest.quench );
1247 stomach.ingest( ingested );
1248 mod_thirst( -contained_food.type->comestible->quench );
1249
1250
1251 if( ( excess_kcal > 0 || excess_quench > 0 ) && !food.has_flag( flag_NO_BLOAT ) &&
1253 add_effect( effect_bloated, 5_minutes );
1254 }
1255
1256 return true;
1257}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:149
void modify_addiction(const islot_comestible &comest)
Used to apply addiction modifications from food and medication.
void modify_stimulation(const islot_comestible &comest)
Used to apply stimulation modifications from food and medication.
void modify_morale(item &food, int nutr=0)
Used to apply morale modifications from food and medication.
void modify_radiation(const islot_comestible &comest)
Used to apply radiation from food and medication.
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4423
stomach_contents stomach
Definition: character.h:1583
void modify_health(const islot_comestible &comest)
Used to apply health modifications from food and medication.
int nutrition_for(const item &comest) const
Handles the nutrition value for a comestible.
void healall(int dam)
Heals all body parts for dam.
Definition: character.cpp:8630
void modify_fatigue(const islot_comestible &comest)
Used to apply fatigue modifications from food and medication.
bool is_container() const
Whether this is container.
Definition: item.cpp:6719
double get_relative_rot() const
Get rot value relative to shelf life (or 0 if item does not spoil)
Definition: item.cpp:5531
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:7051
void ingest(const food_summary &ingested)
Directly adds food to stomach contents.
Definition: stomach.cpp:126
int get_calories() const
Definition: stomach.cpp:179
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const bionic_id bio_digestion("bio_digestion")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PROJUNK2("PROJUNK2")
static const trait_id trait_SAPROVORE("SAPROVORE")
static const efftype_id effect_bloated("bloated")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_GOURMAND("GOURMAND")
static const trait_id trait_SAPROPHAGE("SAPROPHAGE")
static const std::string flag_NO_BLOAT("NO_BLOAT")
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:161

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_digestion, itype::can_use(), clamp(), itype::comestible, compute_effective_nutrients(), debugmsg, effect_bloated, effect_tapeworm, flag_NO_BLOAT(), g, stomach_contents::get_calories(), item::get_comestible(), item::get_contained(), item::get_relative_rot(), get_stored_kcal(), get_thirst(), item::has_any_flag(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), healall(), herbivore_blacklist(), stomach_contents::ingest(), item::is_comestible(), item::is_container(), Creature::is_npc(), m_debug, m_good, m_mixed, max_stored_kcal(), mod_healthy_mod(), mod_pain(), mod_stored_kcal(), mod_thirst(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), mon_player_blob, nutrition_for(), pos(), roll_remainder(), slaked, stomach, trait_EATHEALTH, trait_GOURMAND, trait_HERBIVORE, trait_PROJUNK2, trait_RUMINANT, trait_SAPROPHAGE, trait_SAPROVORE, trait_SLIMESPAWNER, trait_THRESH_PLANT, and item::type.

Referenced by consume_med(), eat(), iuse::ecig(), and try_consume().

◆ consume_item()

bool Character::consume_item ( item target)

Consume given item (food, fuel, medicine, ...).

Returns
true if item should be destroyed (last charge was consumed)

Definition at line 1489 of file consumption.cpp.

1490{
1491 if( target.is_null() ) {
1492 add_msg_if_player( m_info, _( "You do not have that item." ) );
1493 return false;
1494 }
1496 add_msg_if_player( m_info, _( "You can't do that while underwater." ) );
1497 return false;
1498 }
1499
1500 item &comest = get_consumable_from( target );
1501
1502 if( comest.is_null() || target.is_craft() ) {
1503 add_msg_if_player( m_info, _( "You can't eat your %s." ), target.tname() );
1504 if( is_npc() ) {
1505 debugmsg( "%s tried to eat a %s", name, target.tname() );
1506 }
1507 return false;
1508 }
1509 if( is_avatar() && !query_consume_ownership( target, *as_avatar() ) ) {
1510 return false;
1511 }
1512 if( consume_med( comest ) ||
1513 eat( comest ) ||
1514 feed_furnace_with( comest ) ||
1515 fuel_bionic_with( comest ) ) {
1516
1517 if( target.is_container() ) {
1518 target.on_contents_changed();
1519 }
1520
1521 return comest.charges <= 0;
1522 }
1523
1524 return false;
1525}
bool eat(item &food, bool force=false)
Used for eating entered comestible, returns true if comestible is successfully eaten.
bool feed_furnace_with(item &it)
Recharge CBMs whenever possible.
bool fuel_bionic_with(item &it)
item & get_consumable_from(item &it) const
Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consu...
bool consume_med(item &target)
Consume an item as medication.
virtual bool is_avatar() const
Definition: creature.h:95
void on_contents_changed()
Callback when contents of the item are affected in any way other than just processing.
Definition: item.cpp:4538
static bool query_consume_ownership(item &target, avatar &you)

References _, Creature::add_msg_if_player(), Creature::as_avatar(), item::charges, consume_med(), debugmsg, eat(), feed_furnace_with(), fuel_bionic_with(), get_consumable_from(), has_trait(), Creature::is_avatar(), item::is_container(), item::is_craft(), Creature::is_npc(), item::is_null(), Creature::is_underwater(), m_info, name, item::on_contents_changed(), query_consume_ownership(), item::tname(), and trait_WATERSLEEP.

Referenced by consume(), and avatar_action::eat().

◆ consume_med()

bool Character::consume_med ( item target)

Consume an item as medication.

Parameters
targetItem consumed. Must be a medication or a container of medication.
Returns
true if item should be destroyed (last charge was consumed)

Definition at line 1581 of file consumption.cpp.

1582{
1583 if( !target.is_medication() ) {
1584 return false;
1585 }
1586
1587 const itype_id tool_type = target.get_comestible()->tool;
1588 const itype *req_tool = &*tool_type;
1589 bool check_tool = true;
1590 if( tool_type == itype_syringe && has_bionic( bio_syringe ) ) {
1591 check_tool = false;
1592 }
1593 if( req_tool->tool ) {
1594 if( check_tool && !(
1595 has_amount( tool_type, 1 ) &&
1596 has_charges( tool_type, req_tool->tool->charges_per_use )
1597 ) ) {
1598 add_msg_if_player( m_info, _( "You need a %s to consume that!" ), req_tool->nname( 1 ) );
1599 return false;
1600 }
1601 use_charges( tool_type, req_tool->tool->charges_per_use );
1602 }
1603
1604 int amount_used = 1;
1605 if( target.type->has_use() ) {
1606 amount_used = target.type->invoke( *this->as_player(), target, pos() );
1607 if( amount_used <= 0 ) {
1608 return false;
1609 }
1610 }
1611
1612 // TODO: Get the target it was used on
1613 // Otherwise injecting someone will give us addictions etc.
1614 if( target.has_flag( "NO_INGEST" ) ) {
1615 const auto &comest = *target.get_comestible();
1616 // Assume that parenteral meds don't spoil, so don't apply rot
1617 modify_health( comest );
1618 modify_stimulation( comest );
1619 modify_fatigue( comest );
1620 modify_radiation( comest );
1621 modify_addiction( comest );
1622 modify_morale( target );
1623 } else {
1624 // Take by mouth
1625 consume_effects( target );
1626 }
1627
1628 mod_moves( -250 );
1629 target.charges -= amount_used;
1630 return target.charges <= 0;
1631}
bool consume_effects(item &food)
Handles the effects of consuming an item.
static const bionic_id bio_syringe("bio_syringe")
static const itype_id itype_syringe("syringe")
cata::value_ptr< islot_tool > tool
Definition: itype.h:849
bool has_use() const
Definition: itype.cpp:141
int invoke(player &p, item &it, const tripoint &pos) const
Definition: itype.cpp:180
std::string nname(unsigned int quantity) const
Definition: itype.cpp:78

References _, Creature::add_msg_if_player(), Creature::as_player(), bio_syringe, item::charges, consume_effects(), item::get_comestible(), visitable< Character >::has_amount(), has_bionic(), has_charges(), item::has_flag(), itype::has_use(), itype::invoke(), item::is_medication(), itype_syringe, m_info, Creature::mod_moves(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), itype::nname(), pos(), itype::tool, item::type, and use_charges().

Referenced by consume_item().

◆ consume_remote_fuel()

int Character::consume_remote_fuel ( int  amount)

Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful).

Definition at line 1488 of file bionics.cpp.

1489{
1490 int unconsumed_amount = amount;
1491 const std::vector<item *> cables = items_with( []( const item & it ) {
1492 return it.active && it.has_flag( flag_CABLE_SPOOL );
1493 } );
1494
1495 map &here = get_map();
1496 for( const item *cable : cables ) {
1497 const std::optional<tripoint> target = cable->get_cable_target( this, pos() );
1498 if( target ) {
1499 const optional_vpart_position vp = here.veh_at( *target );
1500 if( !vp ) {
1501 continue;
1502 }
1503 unconsumed_amount = vp->vehicle().discharge_battery( amount );
1504 }
1505 }
1506
1507 if( unconsumed_amount > 0 ) {
1508 static const item_filter used_ups = [&]( const item & itm ) {
1509 return itm.get_var( "cable" ) == "plugged_in";
1510 };
1511 if( has_charges( itype_UPS_off, unconsumed_amount, used_ups ) ) {
1512 use_charges( itype_UPS_off, unconsumed_amount, used_ups );
1513 unconsumed_amount -= 1;
1514 } else if( has_charges( itype_adv_UPS_off, unconsumed_amount, used_ups ) ) {
1515 use_charges( itype_adv_UPS_off, roll_remainder( unconsumed_amount * 0.6 ), used_ups );
1516 unconsumed_amount -= 1;
1517 }
1518 }
1519
1520 return unconsumed_amount;
1521}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS_off("UPS_off")
std::function< bool(const item &)> item_filter
Definition: game.h:119

References item::active, flag_CABLE_SPOOL(), get_map(), has_charges(), item::has_flag(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, pos(), roll_remainder(), and use_charges().

Referenced by burn_fuel().

◆ cough()

void Character::cough ( bool  harmful = false,
int  loudness = 4 
)

Definition at line 7528 of file character.cpp.

7529{
7531 return;
7532 }
7533
7534 if( harmful ) {
7535 const int stam = get_stamina();
7536 const int malus = get_stamina_max() * 0.05; // 5% max stamina
7537 mod_stamina( -malus );
7538 if( stam < malus && x_in_y( malus - stam, malus ) && one_in( 6 ) ) {
7539 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
7540 }
7541 }
7542
7543 if( !is_npc() ) {
7544 add_msg( m_bad, _( "You cough heavily." ) );
7545 }
7546 sounds::sound( pos(), loudness, sounds::sound_t::speech, _( "a hacking cough." ), false, "misc",
7547 "cough" );
7548
7549 moves -= 80;
7550
7551 add_effect( effect_recently_coughed, 5_minutes );
7552}
static const efftype_id effect_cough_suppress("cough_suppress")
static const efftype_id effect_recently_coughed("recently_coughed")

References _, Creature::add_effect(), add_msg(), apply_damage(), effect_cough_suppress, effect_recently_coughed, get_stamina(), get_stamina_max(), Creature::has_effect(), Creature::is_npc(), m_bad, mod_stamina(), Creature::moves, one_in(), pos(), sounds::sound(), sounds::speech, and x_in_y().

Referenced by eff_fun_fungus(), and process_one_effect().

◆ covered_with_flag()

bool Character::covered_with_flag ( const std::string &  flag,
const body_part_set parts 
) const

Definition at line 8949 of file character.cpp.

8950{
8951 if( parts.none() ) {
8952 return true;
8953 }
8954
8955 body_part_set to_cover( parts );
8956
8957 for( const auto &elem : worn ) {
8958 if( !elem.has_flag( flag ) ) {
8959 continue;
8960 }
8961
8962 to_cover &= ~elem.get_covered_body_parts();
8963
8964 if( to_cover.none() ) {
8965 return true; // Allows early exit.
8966 }
8967 }
8968
8969 return to_cover.none();
8970}
bool none() const
Definition: bodypart.h:251

References body_part_set::none(), and worn.

Referenced by is_waterproof().

◆ crafting_inventory() [1/2]

const inventory & Character::crafting_inventory ( bool  clear_path)

Definition at line 556 of file crafting.cpp.

557{
558 return crafting_inventory( tripoint_zero, PICKUP_RANGE, clear_path );
559}
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:556

References crafting_inventory(), PICKUP_RANGE, and tripoint_zero.

Referenced by iexamine::autodoc(), autodoc_internal(), game::butcher(), activity_handlers::butcher_finish(), butcher_submenu(), can_butcher_at(), player::can_continue_craft(), can_do_activity_there(), player::can_make(), player::can_start_craft(), complete_craft(), veh_interact::complete_vehicle(), consider_butchery(), construction_color(), activity_handlers::cracking_do_turn(), iuse::craft(), crafting_inventory(), iexamine::cvdmachine(), iuse::dig(), game_menus::inv::disassemble(), item::final_info(), wash_activity_actor::finish(), bionic_install_preset::get_failure_chance(), repair_item_actor::handle_components(), has_enough_anesth(), list_available_constructions(), avatar_funcs::mend_item(), activity_handlers::mend_item_finish(), mill_load_food(), iuse::modify_grid_connections(), modify_morale(), veh_utils::most_repairable_part(), iexamine::nanofab(), iexamine::pit(), prompt_disassemble_in_seq(), examine_item_menu::rate_action_disassemble(), veh_utils::repair_part(), iexamine::safe(), deduped_requirement_data::select_alternative(), select_crafting_recipe(), iexamine::sign(), smoker_load_food(), iexamine::tree_maple(), disassemble_activity_actor::try_start_single(), sew_advanced_actor::use(), and wash_items().

◆ crafting_inventory() [2/2]

const inventory & Character::crafting_inventory ( const tripoint src_pos = tripoint_zero,
int  radius = PICKUP_RANGE,
bool  clear_path = true 
)

Definition at line 561 of file crafting.cpp.

563{
564 tripoint inv_pos = src_pos;
565 if( src_pos == tripoint_zero ) {
566 inv_pos = pos();
567 }
568 if( cached_moves == moves
570 && cached_position == inv_pos ) {
572 }
573 cached_crafting_inventory.form_from_map( inv_pos, radius, this, false, clear_path );
577 for( const bionic &bio : *my_bionics ) {
578 const bionic_data &bio_data = bio.info();
579 if( ( !bio_data.activated || bio.powered ) &&
580 !bio_data.fake_item.is_empty() ) {
581 cached_crafting_inventory += item( bio.info().fake_item,
583 }
584 }
585 if( has_trait( trait_BURROW ) ) {
588 }
589
592 cached_position = inv_pos;
593 // cache the qualities of the items in cached_crafting_inventory
596}
tripoint cached_position
Definition: character.h:2268
int cached_moves
Definition: character.h:2267
inventory cached_crafting_inventory
Definition: character.h:2269
void form_from_map(const tripoint &origin, int range, const Character *pl=nullptr, bool assign_invlet=true, bool clear_path=true)
Definition: inventory.cpp:473
void update_quality_cache()
Definition: inventory.cpp:1117
static const trait_id trait_BURROW("BURROW")
bool activated
Is true if a bionic is an active instead of a passive bionic.
Definition: bionics.h:53

References bionic_data::activated, cached_crafting_inventory, cached_moves, cached_position, cached_time, bionic_data::fake_item, inventory::form_from_map(), get_power_level(), has_trait(), inv, string_id< T >::is_empty(), Creature::moves, my_bionics, pos(), units::to_kilojoule(), trait_BURROW, tripoint_zero, calendar::turn, inventory::update_quality_cache(), weapon, and worn.

◆ crit_chance()

double Character::crit_chance ( float  roll_hit,
float  target_dodge,
const item weap 
) const

Returns the chance to critical given a hit roll and target's dodge roll.

Unarmed increases critical chance with UNARMED_WEAPON Dexterity increases chance for critical hits Perception increases chance for critical hits Bashing increases critical chance with bashing weapons Cutting increases critical chance with cutting weapons Stabbing increases critical chance with piercing weapons Unarmed increases critical chance with unarmed weapons Melee slightly increases critical chance with any item

Definition at line 768 of file melee.cpp.

769{
770 // Weapon to-hit roll
771 double weapon_crit_chance = 0.5;
772 if( weap.is_unarmed_weapon() ) {
773 // Unarmed attack: 1/2 of unarmed skill is to-hit
774 /** @EFFECT_UNARMED increases critical chance with UNARMED_WEAPON */
775 weapon_crit_chance = 0.5 + 0.05 * get_skill_level( skill_unarmed );
776 }
777
778 if( weap.type->m_to_hit > 0 ) {
779 weapon_crit_chance = std::max( weapon_crit_chance, 0.5 + 0.1 * weap.type->m_to_hit );
780 } else if( weap.type->m_to_hit < 0 ) {
781 weapon_crit_chance += 0.1 * weap.type->m_to_hit;
782 }
783 weapon_crit_chance = limit_probability( weapon_crit_chance );
784
785 // Dexterity and perception
786 /** @EFFECT_DEX increases chance for critical hits */
787
788 /** @EFFECT_PER increases chance for critical hits */
789 const double stat_crit_chance = limit_probability( 0.25 + 0.01 * dex_cur + ( 0.02 * per_cur ) );
790
791 /** @EFFECT_BASHING increases critical chance with bashing weapons */
792 /** @EFFECT_CUTTING increases critical chance with cutting weapons */
793 /** @EFFECT_STABBING increases critical chance with piercing weapons */
794 /** @EFFECT_UNARMED increases critical chance with unarmed weapons */
795 int sk = get_skill_level( weap.melee_skill() );
796 if( has_active_bionic( bio_cqb ) ) {
797 sk = std::max( sk, BIO_CQB_LEVEL );
798 }
799
800 /** @EFFECT_MELEE slightly increases critical chance with any item */
801 sk += get_skill_level( skill_melee ) / 2.5;
802
803 const double skill_crit_chance = limit_probability( 0.25 + sk * 0.025 );
804
805 // Examples (survivor stats/chances of each critical):
806 // Fresh (skill-less) 8/8/8/8, unarmed:
807 // 50%, 49%, 25%; ~1/16 guaranteed critical + ~1/8 if roll>dodge*1.5
808 // Expert (skills 10) 10/10/10/10, unarmed:
809 // 100%, 55%, 60%; ~1/3 guaranteed critical + ~4/10 if roll>dodge*1.5
810 // Godlike with combat CBM 20/20/20/20, pipe (+1 accuracy):
811 // 60%, 100%, 42%; ~1/4 guaranteed critical + ~3/8 if roll>dodge*1.5
812
813 // Note: the formulas below are only valid if none of the 3 critical chance values go above 1.0
814 // It is therefore important to limit them to between 0.0 and 1.0
815
816 // Chance to get all 3 criticals (a guaranteed critical regardless of hit/dodge)
817 const double chance_triple = weapon_crit_chance * stat_crit_chance * skill_crit_chance;
818 // Only check double critical (one that requires hit/dodge comparison) if we have good
819 // hit vs dodge
820 if( roll_hit > target_dodge * 3 / 2 ) {
821 const double chance_double = 0.5 * (
822 weapon_crit_chance * stat_crit_chance +
823 stat_crit_chance * skill_crit_chance +
824 weapon_crit_chance * skill_crit_chance -
825 ( 3 * chance_triple ) );
826 // Because chance_double already removed the triples with -( 3 * chance_triple ),
827 // chance_triple and chance_double are mutually exclusive probabilities and can just
828 // be added together.
830 melee::melee_stats.double_crit_chance += chance_double + chance_triple;
831 return chance_triple + chance_double;
832 }
834 melee::melee_stats.crit_chance += chance_triple;
835 return chance_triple;
836}
bool is_unarmed_weapon() const
Definition: item.cpp:738
skill_id melee_skill() const
The most relevant skill used with this melee weapon.
Definition: item.cpp:7208
double limit_probability(double unbounded_probability)
Limits a probability to be between 0.0 and 1.0.
Definition: melee.cpp:763
melee_statistic_data melee_stats
Definition: melee.cpp:2509
int m_to_hit
Definition: itype.h:998
double crit_chance
Definition: melee.h:15
int double_crit_count
Definition: melee.h:11
double double_crit_chance
Definition: melee.h:14

References bio_cqb, BIO_CQB_LEVEL, melee_statistic_data::crit_chance, melee_statistic_data::crit_count, dex_cur, melee_statistic_data::double_crit_chance, melee_statistic_data::double_crit_count, get_skill_level(), has_active_bionic(), item::is_unarmed_weapon(), limit_probability(), itype::m_to_hit, item::melee_skill(), melee::melee_stats, per_cur, skill_melee, skill_unarmed, and item::type.

Referenced by item::combat_info(), item::effective_dps(), and scored_crit().

◆ crossed_threshold()

bool Character::crossed_threshold ( ) const

Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold.

Definition at line 8693 of file character.cpp.

8694{
8695 for( const trait_id &mut : get_mutations() ) {
8696 if( mut->threshold ) {
8697 return true;
8698 }
8699 }
8700 return false;
8701}

References get_mutations(), and mutation_branch::threshold.

Referenced by character_display::disp_info(), draw_tip(), hardcoded_effects(), marloss_common(), modify_morale(), conditional_t< T >::set_has_trait_flag(), and test_crossing_threshold().

◆ deactivate_bionic()

bool Character::deactivate_bionic ( bionic bio,
bool  eff_only = false 
)

Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.

Definition at line 1143 of file bionics.cpp.

1144{
1145 if( bio.incapacitated_time > 0_turns ) {
1146 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be deactivated." ),
1147 bio.info().name );
1148 return false;
1149 }
1150
1151 if( bio.info().is_remote_fueled ) {
1153 }
1154
1155 // Just do the effect, no stat changing or messages
1156 if( !eff_only ) {
1157 if( !bio.powered ) {
1158 // It's already off!
1159 return false;
1160 }
1161 if( !bio.info().has_flag( flag_BIONIC_TOGGLED ) ) {
1162 // It's a fire-and-forget bionic, we can't turn it off but have to wait for
1163 //it to run out of charge
1164 add_msg_if_player( m_info, _( "You can't deactivate your %s manually!" ),
1165 bio.info().name );
1166 return false;
1167 }
1168 if( get_power_level() < bio.info().power_deactivate ) {
1169 add_msg_if_player( m_info, _( "You don't have the power to deactivate your %s." ),
1170 bio.info().name );
1171 return false;
1172 }
1173
1174 //We can actually deactivate now, do deactivation-y things
1176 bio.powered = false;
1177 add_msg_if_player( m_neutral, _( "You deactivate your %s." ), bio.info().name );
1178 }
1179
1180 // Deactivation effects go here
1181 if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
1182 if( primary_weapon().typeId() == bio.info().fake_item ) {
1183 add_msg_if_player( _( "You withdraw your %s." ), primary_weapon().tname() );
1184 if( g->u.sees( pos() ) ) {
1185 add_msg_if_npc( m_info, _( "<npcname> withdraws %s %s." ), disp_name( true ),
1186 primary_weapon().tname() );
1187 }
1188 bio.ammo_loaded =
1189 primary_weapon().ammo_data() != nullptr ? primary_weapon().ammo_data()->get_id() :
1191 bio.ammo_count = static_cast<unsigned int>( primary_weapon().ammo_remaining() );
1192 primary_weapon() = item();
1194 }
1195 } else if( bio.id == bio_cqb ) {
1196 martial_arts_data->selected_style_check();
1197 } else if( bio.id == bio_remote ) {
1198 if( g->remoteveh() != nullptr && !has_active_item( itype_remotevehcontrol ) ) {
1199 g->setremoteveh( nullptr );
1200 } else if( !get_value( "remote_controlling" ).empty() &&
1202 set_value( "remote_controlling", "" );
1203 }
1204 } else if( bio.id == bio_tools ) {
1206 } else if( bio.id == bio_ads ) {
1208 bio.energy_stored = 0_kJ;
1209 }
1210
1211 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1213 reset();
1214 if( !bio.id->enchantments.empty() ) {
1216 }
1217
1218 // Also reset crafting inventory cache if this bionic spawned a fake item
1219 if( !bio.info().fake_item.is_empty() ) {
1221 }
1222
1223 // Compatibility with old saves without the toolset hammerspace
1224 if( !eff_only && bio.id == bio_tools && !has_bionic( bionic_TOOLS_EXTEND ) ) {
1225 // E X T E N D T O O L S
1227 }
1228
1229 return true;
1230}
static const bionic_id bio_ads("bio_ads")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const bionic_id bionic_TOOLS_EXTEND("bio_tools_extend")
static const itype_id itype_radiocontrol("radiocontrol")
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2496
void reset_remote_fuel()
Definition: bionics.cpp:1523
virtual void add_msg_if_npc(const std::string &) const
Definition: creature.h:643
const itype * ammo_data() const
Specific ammo data, returns nullptr if item is neither ammo nor loaded with any.
Definition: item.cpp:7538
static const string_id< itype > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
units::energy power_deactivate
Power cost on deactivation.
Definition: bionics.h:39

References _, add_bionic(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), bionic::ammo_count, item::ammo_data(), bionic::ammo_loaded, item::ammo_remaining(), bio_ads, bio_cqb, bio_remote, bio_tools, bionic_TOOLS_EXTEND, disp_name(), bionic_data::enchantments, bionic::energy_stored, bionic_data::fake_item, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, g, itype::get_id(), get_power_level(), Creature::get_value(), has_active_item(), has_bionic(), bionic_data::has_flag(), bionic::id, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, itype_radiocontrol, itype_remotevehcontrol, m_info, m_neutral, martial_arts_data, mod_power_level(), bionic_data::name, string_id< itype >::NULL_ID(), pos(), bionic_data::power_deactivate, bionic::powered, primary_weapon(), recalculate_enchantment_cache(), reset(), reset_encumbrance(), reset_remote_fuel(), and Creature::set_value().

Referenced by absorb_hit(), burn_fuel(), npc::deactivate_bionic_by_id(), deactivate_weapon_cbm(), process_bionic(), show_bionics_ui(), and uninstall_bionic().

◆ deactivate_mutation()

void Character::deactivate_mutation ( const trait_id mut)

Definition at line 595 of file mutation.cpp.

596{
597 my_mutations[mut].powered = false;
598
599 // Handle stat changes from deactivation
600 apply_mods( mut, false );
602 const mutation_branch &mdata = mut.obj();
603 if( mdata.transform ) {
604 const cata::value_ptr<mut_transform> trans = mdata.transform;
605 mod_moves( -trans->moves );
606 switch_mutations( mut, trans->target, trans->active );
607 }
608
609 if( !mut->enchantments.empty() ) {
611 }
612}
void apply_mods(const trait_id &mut, bool add_remove)
Applies stat mods to character.
Definition: mutation.cpp:204
std::vector< enchantment_id > enchantments
mutation enchantments
Definition: mutation.h:236

References apply_mods(), mutation_branch::enchantments, Creature::mod_moves(), my_mutations, string_id< T >::obj(), recalc_sight_limits(), recalculate_enchantment_cache(), switch_mutations(), and mutation_branch::transform.

Referenced by show_mutations_ui(), and detail::show_mutations_ui_internal().

◆ deal_damage()

dealt_damage_instance Character::deal_damage ( Creature source,
bodypart_id  bp,
const damage_instance d 
)
overridevirtual

Calls Creature::deal_damage and handles damaged effects (waking up, etc.)

Dexterity increases chance to avoid being grabbed

Reimplemented from Creature.

Definition at line 8440 of file character.cpp.

8442{
8443 if( has_trait( trait_DEBUG_NODMG ) ) {
8444 return dealt_damage_instance();
8445 }
8446
8447 const body_part bp_token = bp->token;
8448 if( bp_token == num_bp ) {
8449 debugmsg( "Wacky bodypart hit!" );
8450 return dealt_damage_instance();
8451 }
8452
8453 //damage applied here
8454 dealt_damage_instance dealt_dams = Creature::deal_damage( source, bp, d );
8455 //block reduction should be by applied this point
8456 int dam = dealt_dams.total_damage();
8457
8458 // TODO: Pre or post blit hit tile onto "this"'s location here
8459 if( dam > 0 && g->u.sees( pos() ) ) {
8460 g->draw_hit_player( *this, dam );
8461
8462 if( is_player() && source ) {
8463 //monster hits player melee
8464 SCT.add( point( posx(), posy() ),
8465 direction_from( point_zero, point( posx() - source->posx(), posy() - source->posy() ) ),
8466 get_hp_bar( dam, get_hp_max( bp ) ).first, m_bad, body_part_name( bp ), m_neutral );
8467 }
8468 }
8469
8470 // handle snake artifacts
8471 if( has_artifact_with( AEP_SNAKES ) && dam >= 6 ) {
8472 const int snakes = dam / 6;
8473 int spawned = 0;
8474 for( int i = 0; i < snakes; i++ ) {
8475 if( monster *const snake = g->place_critter_around( mon_shadow_snake, pos(), 1 ) ) {
8476 snake->friendly = -1;
8477 spawned++;
8478 }
8479 }
8480 if( spawned == 1 ) {
8481 add_msg( m_warning, _( "A snake sprouts from your body!" ) );
8482 } else if( spawned >= 2 ) {
8483 add_msg( m_warning, _( "Some snakes sprout from your body!" ) );
8484 }
8485 }
8486
8487 // And slimespawners too
8488 if( ( has_trait( trait_SLIMESPAWNER ) ) && ( dam >= 10 ) && one_in( 20 - dam ) ) {
8489 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
8490 slime->friendly = -1;
8491 add_msg_if_player( m_warning, _( "Slime is torn from you, and moves on its own!" ) );
8492 }
8493 }
8494
8495 //Acid blood effects.
8496 bool u_see = g->u.sees( *this );
8497 int cut_dam = dealt_dams.type_damage( DT_CUT );
8498 if( source && has_trait( trait_ACIDBLOOD ) && !one_in( 3 ) &&
8499 ( dam >= 4 || cut_dam > 0 ) && ( rl_dist( g->u.pos(), source->pos() ) <= 1 ) ) {
8500 if( is_player() ) {
8501 add_msg( m_good, _( "Your acidic blood splashes %s in mid-attack!" ),
8502 source->disp_name() );
8503 } else if( u_see ) {
8504 add_msg( _( "%1$s's acidic blood splashes on %2$s in mid-attack!" ),
8505 disp_name(), source->disp_name() );
8506 }
8507 damage_instance acidblood_damage;
8508 acidblood_damage.add_damage( DT_ACID, rng( 4, 16 ) );
8509 if( !one_in( 4 ) ) {
8510 source->deal_damage( this, bodypart_id( "arm_l" ), acidblood_damage );
8511 source->deal_damage( this, bodypart_id( "arm_r" ), acidblood_damage );
8512 } else {
8513 source->deal_damage( this, bodypart_id( "torso" ), acidblood_damage );
8514 source->deal_damage( this, bodypart_id( "head" ), acidblood_damage );
8515 }
8516 }
8517
8518 int recoil_mul = 100;
8519
8520 if( bp == bodypart_id( "eyes" ) ) {
8521 if( dam > 5 || cut_dam > 0 ) {
8522 const time_duration minblind = std::max( 1_turns, 1_turns * ( dam + cut_dam ) / 10 );
8523 const time_duration maxblind = std::min( 5_turns, 1_turns * ( dam + cut_dam ) / 4 );
8524 add_effect( effect_blind, rng( minblind, maxblind ) );
8525 }
8526 } else if( bp == bodypart_id( "hand_l" ) || bp == bodypart_id( "arm_l" ) ||
8527 bp == bodypart_id( "hand_r" ) || bp == bodypart_id( "arm_r" ) ) {
8528 recoil_mul = 200;
8529 } else if( bp == bodypart_id( "num_bp" ) ) {
8530 debugmsg( "Wacky body part hit!" );
8531 }
8532
8533
8534
8535 // TODO: Scale with damage in a way that makes sense for power armors, plate armor and naked skin.
8536 recoil += recoil_mul * weapon.volume() / 250_ml;
8537 recoil = std::min( MAX_RECOIL, recoil );
8538 //looks like this should be based off of dealt damages, not d as d has no damage reduction applied.
8539 // Skip all this if the damage isn't from a creature. e.g. an explosion.
8540 if( source != nullptr ) {
8541 if( source->has_flag( MF_GRABS ) && !source->is_hallucination() &&
8542 !source->has_effect( effect_grabbing ) ) {
8543 /** @EFFECT_DEX increases chance to avoid being grabbed */
8544
8545 if( has_grab_break_tec() && ( rng( 0, get_dex() ) > rng( 0, 10 ) ) ) {
8546 if( has_effect( effect_grabbed ) ) {
8547 add_msg_if_player( m_warning, _( "The %s tries to grab you as well, but you bat it away!" ),
8548 source->disp_name() );
8549 } else {
8550 add_msg_player_or_npc( m_info, _( "The %s tries to grab you, but you break its grab!" ),
8551 _( "The %s tries to grab <npcname>, but they break its grab!" ),
8552 source->disp_name() );
8553 }
8554 } else {
8555 int prev_effect = get_effect_int( effect_grabbed );
8556 add_effect( effect_grabbed, 2_turns, bp_torso, prev_effect + 2 );
8557 source->add_effect( effect_grabbing, 2_turns );
8558 add_msg_player_or_npc( m_bad, _( "You are grabbed by %s!" ), _( "<npcname> is grabbed by %s!" ),
8559 source->disp_name() );
8560 }
8561 }
8562 }
8563
8564 if( get_option<bool>( "FILTHY_WOUNDS" ) ) {
8565 int sum_cover = 0;
8566 for( const item &i : worn ) {
8567 if( i.covers( bp->token ) && i.is_filthy() ) {
8568 sum_cover += i.get_coverage();
8569 }
8570 }
8571
8572 // Chance of infection is damage (with cut and stab x4) * sum of coverage on affected body part, in percent.
8573 // i.e. if the body part has a sum of 100 coverage from filthy clothing,
8574 // each point of damage has a 1% change of causing infection.
8575 if( sum_cover > 0 ) {
8576 const int cut_type_dam = dealt_dams.type_damage( DT_CUT ) + dealt_dams.type_damage( DT_STAB );
8577 const int combined_dam = dealt_dams.type_damage( DT_BASH ) + ( cut_type_dam * 4 );
8578 const int infection_chance = ( combined_dam * sum_cover ) / 100;
8579 if( x_in_y( infection_chance, 100 ) ) {
8580 if( has_effect( effect_bite, bp->token ) ) {
8581 add_effect( effect_bite, 40_minutes, bp->token );
8582 } else if( has_effect( effect_infected, bp->token ) ) {
8583 add_effect( effect_infected, 25_minutes, bp->token );
8584 } else {
8585 add_effect( effect_bite, 1_turns, bp->token );
8586 }
8587 add_msg_if_player( _( "Filth from your clothing has implanted deep in the wound." ) );
8588 }
8589 }
8590 }
8591
8592 on_hurt( source );
8593 return dealt_dams;
8594}
static const efftype_id effect_blind("blind")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const efftype_id effect_grabbing("grabbing")
static const mtype_id mon_shadow_snake("mon_shadow_snake")
static const efftype_id effect_grabbed("grabbed")
double recoil
Definition: character.h:571
virtual int posy() const =0
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
virtual const tripoint & pos() const =0
virtual dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &dam)
Deals the damage via an attack.
Definition: creature.cpp:881
virtual int get_hp_max() const
Definition: creature.cpp:1690
virtual int posx() const =0
units::volume volume(bool integral=false) const
Total volume of an item accounting for all contained/integrated items NOTE: Result is rounded up to n...
Definition: item.cpp:5104
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
@ AEP_SNAKES
Definition: enums.h:109
constexpr double MAX_RECOIL
@ MF_GRABS
Definition: mtype.h:76
bool snake(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:1428
static constexpr point point_zero
Definition: point.h:260
void add_damage(damage_type dt, float amt, float arpen=0.0f, float arpen_mult=1.0f, float dmg_mult=1.0f)
Adds damage to the instance.
Definition: damage.cpp:41
int type_damage(damage_type dt) const
Definition: damage.cpp:172
int total_damage() const
Definition: damage.cpp:180

References _, scrollingcombattext::add(), damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SNAKES, body_part_name(), bp_torso, Creature::deal_damage(), debugmsg, direction_from(), Creature::disp_name(), disp_name(), DT_ACID, DT_BASH, DT_CUT, DT_STAB, effect_bite, effect_blind, effect_grabbed, effect_grabbing, effect_infected, g, get_dex(), Creature::get_effect_int(), get_hp_bar(), Creature::get_hp_max(), has_artifact_with(), Creature::has_effect(), Creature::has_flag(), has_grab_break_tec(), has_trait(), Creature::is_hallucination(), Creature::is_player(), m_bad, m_good, m_info, m_neutral, m_warning, MAX_RECOIL, MF_GRABS, mon_player_blob, mon_shadow_snake, num_bp, on_hurt(), one_in(), point_zero, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), recoil, rl_dist(), rng(), SCT, trapfunc::snake(), dealt_damage_instance::total_damage(), trait_ACIDBLOOD, trait_DEBUG_NODMG, trait_SLIMESPAWNER, dealt_damage_instance::type_damage(), item::volume(), weapon, worn, and x_in_y().

Referenced by mattack::bio_op_impale(), mattack::bio_op_takedown(), explosion_handler::ExplosionProcess::blast_tile(), map::burn_body_part(), map::crush(), trapfunc::dissector(), map::drop_furniture(), eff_fun_onfire(), trapfunc::goo(), hitall(), impact(), knock_back_to(), game::knockback(), trapfunc::lava(), explosion_handler::legacy_blast(), melee_special_effects(), petfood(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), map::player_in_field(), smash(), trapfunc::snare_heavy(), and mattack::thrown_by_judo().

◆ defer_move()

bool Character::defer_move ( const tripoint next)

Definition at line 10541 of file character.cpp.

10542{
10543 // next must be adjacent to current pos
10544 if( square_dist( next, pos() ) != 1 ) {
10545 return false;
10546 }
10547 // next must be adjacent to subsequent move in any preexisting automove route
10548 if( has_destination() && square_dist( auto_move_route.front(), next ) != 1 ) {
10549 return false;
10550 }
10551 auto_move_route.insert( auto_move_route.begin(), next );
10553 return true;
10554}
bool has_destination() const
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505

References auto_move_route, has_destination(), next_expected_position, pos(), and square_dist().

Referenced by avatar_action::move().

◆ did_hit()

void Character::did_hit ( Creature target)

Handles special effects when the Character hits a Creature.

Definition at line 8268 of file character.cpp.

8269{
8270 enchantment_cache->cast_hit_you( *this, target );
8271}

References enchantment_cache.

Referenced by melee_attack().

◆ die()

void Character::die ( Creature killer)
overridevirtual

Empty function.

Should always be overwritten by the appropriate player/NPC/monster version.

Implements Creature.

Reimplemented in npc.

Definition at line 3535 of file character.cpp.

3536{
3537 g->set_critter_died();
3538 set_killer( nkiller );
3540 if( has_effect( effect_lightsnare ) ) {
3543 }
3544 if( has_effect( effect_heavysnare ) ) {
3547 }
3548 if( has_effect( effect_beartrap ) ) {
3550 }
3552}
static const itype_id itype_string_36("string_36")
static const efftype_id effect_lightsnare("lightsnare")
static const itype_id itype_snare_trigger("snare_trigger")
static const itype_id itype_beartrap("beartrap")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_heavysnare("heavysnare")
static const itype_id itype_rope_6("rope_6")
void set_time_died(const time_point &time)
set the turn the turn the character died if not already done
Definition: character.h:1471
static void on_creature_death(Creature &poor_dead_dude)
various callbacks from events that may affect all missions
Definition: mission.cpp:132

References inventory::add_item(), effect_beartrap, effect_heavysnare, effect_lightsnare, g, Creature::has_effect(), inv, itype_beartrap, itype_rope_6, itype_snare_trigger, itype_string_36, mission::on_creature_death(), Creature::set_killer(), set_time_died(), calendar::start_of_cataclysm, and calendar::turn.

Referenced by debug_menu::debug(), and npc::die().

◆ dismount()

void Character::dismount ( )

Definition at line 1176 of file character.cpp.

1177{
1178 if( !is_mounted() ) {
1179 add_msg( m_debug, "dismount called when not riding" );
1180 return;
1181 }
1182 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Dismount where?" ) ) ) {
1183 if( !g->is_empty( *pnt ) ) {
1184 add_msg( m_warning, _( "You cannot dismount there!" ) );
1185 return;
1186 }
1188 monster *critter = mounted_creature.get();
1189 critter->mounted_player_id = character_id();
1190 if( critter->has_flag( MF_RIDEABLE_MECH ) && !critter->type->mech_weapon.is_empty() &&
1191 weapon.typeId() == critter->type->mech_weapon ) {
1193 }
1194 if( is_avatar() && g->u.get_grab_type() != OBJECT_NONE ) {
1195 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1196 g->u.grab( OBJECT_NONE );
1197 }
1198 critter->remove_effect( effect_ridden );
1199 critter->add_effect( effect_ai_waiting, 5_turns );
1200 mounted_creature = nullptr;
1201 critter->mounted_player = nullptr;
1202 setpos( *pnt );
1203 mod_moves( -100 );
1205 }
1206}
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_riding("riding")
static const efftype_id effect_ridden("ridden")
void setpos(const tripoint &p) override
Definition: character.h:812
virtual void set_movement_mode(character_movemode mode)=0
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1840
Character * mounted_player
Definition: monster.h:457
character_id mounted_player_id
Definition: monster.h:458
item remove_item(item &it)
Removes and returns the item which must be contained by this instance.
Definition: visitable.cpp:564
@ OBJECT_NONE
Definition: enums.h:187

References _, monster::add_effect(), add_msg(), character_id, choose_adjacent(), CMM_WALK, effect_ai_waiting, effect_ridden, effect_riding, g, monster::has_flag(), Creature::is_avatar(), string_id< T >::is_empty(), is_mounted(), m_debug, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player, monster::mounted_player_id, OBJECT_NONE, Creature::remove_effect(), visitable< Character >::remove_item(), set_movement_mode(), setpos(), monster::type, item::typeId(), and weapon.

Referenced by game::handle_action().

◆ disp_name()

std::string Character::disp_name ( bool  possessive = false,
bool  capitalize_first = false 
) const
overridevirtual

Returns either "you" or the player's name.

capitalize_first assumes that the character's name is already upper case and uses it only for possessive "your" and "you"

Implements Creature.

Definition at line 571 of file character.cpp.

572{
573 if( !possessive ) {
574 if( is_player() ) {
575 return capitalize_first ? _( "You" ) : _( "you" );
576 }
577 return name;
578 } else {
579 if( is_player() ) {
580 return capitalize_first ? _( "Your" ) : _( "your" );
581 }
582 return string_format( _( "%s's" ), name );
583 }
584}

References _, Creature::is_player(), name, and string_format().

Referenced by activate_bionic(), activity_on_turn_move_loot(), add_addiction(), iuse::artifact(), talk_function::assign_camp(), iexamine::autodoc(), best_installer(), bionics_install_failure(), activity_handlers::build_do_turn(), can_uninstall_bionic(), npc::character_danger(), game::chat(), check_and_recover_morale(), check_outbounds_activity(), complete_construction(), deactivate_bionic(), deal_damage(), faction_manager::display(), npc::do_npc_read(), npc::do_player_activity(), avatar::do_read(), npc::execute_action(), fetch_activity(), npc::finish_read(), talk_function::goto_location(), npc::handle_sound(), npc::heal_player(), npc::heal_self(), install_bionics(), game::list_missions(), npc::method_of_attack(), talk_function::morale_chat(), talk_function::morale_chat_activity(), npc::mutiny(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_operate(), monster::nursebot_operate(), on_hit(), npc::on_load(), npc::pretend_fire(), npc::pretend_heal(), monster::print_info(), npc::reach_omt_destination(), avatar::read(), game_menus::inv::read(), requirements_map(), talk_effect_fun_t::set_consume_item(), npc::set_fac(), npc::set_known_to_u(), talk_function::start_camp(), character_funcs::try_uncanny_dodge(), uninstall_bionic(), trading_window::update_win(), musical_instrument_actor::use(), heal_actor::use_healing_item(), npc::use_painkiller(), and npc::wield_better_weapon().

◆ dispose_item()

bool Character::dispose_item ( item_location &&  obj,
const std::string &  prompt = std::string() 
)
virtual

Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.

Parameters
objitem to dispose of
promptoptional message to display in any menu
Returns
whether the item was successfully disposed of

Reimplemented in npc.

Definition at line 7246 of file character.cpp.

7247{
7248 uilist menu;
7249 menu.text = prompt.empty() ? string_format( _( "Dispose of %s" ), obj->tname() ) : prompt;
7250
7251 using dispose_option = struct {
7252 std::string prompt;
7253 bool enabled;
7254 char invlet;
7255 int moves;
7256 std::function<bool()> action;
7257 };
7258
7259 std::vector<dispose_option> opts;
7260
7261 const bool bucket = obj->is_bucket_nonempty();
7262
7263 opts.emplace_back( dispose_option{
7264 bucket ? _( "Spill contents and store in inventory" ) : _( "Store in inventory" ),
7265 volume_carried() + obj->volume() <= volume_capacity(), '1',
7266 item_handling_cost( *obj ),
7267 [this, bucket, &obj] {
7268 if( bucket && !obj->spill_contents( *this ) )
7269 {
7270 return false;
7271 }
7272
7273 moves -= item_handling_cost( *obj );
7274 inv.add_item_keep_invlet( *obj );
7275 inv.unsort();
7276 obj.remove_item();
7277 return true;
7278 }
7279 } );
7280
7281 opts.emplace_back( dispose_option{
7282 _( "Drop item" ), true, '2', 0, [this, &obj] {
7284 obj.remove_item();
7285 return true;
7286 }
7287 } );
7288
7289 opts.emplace_back( dispose_option{
7290 bucket ? _( "Spill contents and wear item" ) : _( "Wear item" ),
7291 can_wear( *obj ).success(), '3', item_wear_cost( *obj ),
7292 [this, bucket, &obj] {
7293 if( bucket && !obj->spill_contents( *this ) )
7294 {
7295 return false;
7296 }
7297
7298 item it = *obj;
7299 obj.remove_item();
7300 return !!wear_item( it );
7301 }
7302 } );
7303
7304 for( auto &e : worn ) {
7305 if( e.can_holster( *obj ) ) {
7306 auto ptr = dynamic_cast<const holster_actor *>( e.type->get_use( "holster" )->get_actor_ptr() );
7307 opts.emplace_back( dispose_option{
7308 string_format( _( "Store in %s" ), e.tname() ), true, e.invlet,
7309 item_store_cost( *obj, e, false, ptr->draw_cost ),
7310 [this, ptr, &e, &obj] {
7311 return ptr->store( *this->as_player(), e, *obj );
7312 }
7313 } );
7314 }
7315 }
7316
7317 int w = utf8_width( menu.text, true ) + 4;
7318 for( const auto &e : opts ) {
7319 w = std::max( w, utf8_width( e.prompt, true ) + 4 );
7320 }
7321 for( auto &e : opts ) {
7322 e.prompt += std::string( w - utf8_width( e.prompt, true ), ' ' );
7323 }
7324
7325 menu.text.insert( 0, 2, ' ' ); // add space for UI hotkeys
7326 menu.text += std::string( w + 2 - utf8_width( menu.text, true ), ' ' );
7327 menu.text += _( " | Moves " );
7328
7329 for( const auto &e : opts ) {
7330 menu.addentry( -1, e.enabled, e.invlet, string_format( e.enabled ? "%s | %-7d" : "%s |",
7331 e.prompt, e.moves ) );
7332 }
7333
7334 menu.query();
7335 if( menu.ret >= 0 ) {
7336 return opts[menu.ret].action();
7337 }
7338 return false;
7339}
int item_handling_cost(const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when handling (e.g.
Definition: character.cpp:7453
std::optional< std::list< item >::iterator > wear_item(const item &to_wear, bool interactive=true)
Wear a copy of specified item.
Definition: character.cpp:2117
int item_wear_cost(const item &it) const
Calculate (but do not deduct) the number of moves required to wear an item.
Definition: character.cpp:7492
int item_store_cost(const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when storing an item in a container.
Definition: character.cpp:7477
ret_val< bool > can_wear(const item &it, bool with_equip_change=false) const
Check character capable of wearing an item.
Definition: character.cpp:2748
Holster a weapon.
Definition: iuse_actor.h:842
void add_item_keep_invlet(item newit)
Definition: inventory.cpp:385
void remove_item()
Removes the selected item from the game.
bool spill_contents(Character &c)
Unloads the item's contents.
Definition: item.cpp:7059
bool is_bucket_nonempty() const
Definition: item.cpp:6745
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
@ prompt
Definition: pickup.h:30

References _, action, inventory::add_item_keep_invlet(), uilist::addentry(), Creature::as_player(), can_wear(), deliberate, enabled, inv, item_handling_cost(), item_store_cost(), item_wear_cost(), Creature::moves, pickup::prompt, ptr(), put_into_vehicle_or_drop(), uilist::query(), visitable< T >::remove_item(), uilist::ret, string_format(), uilist::text, inventory::unsort(), utf8_width(), volume_capacity(), volume_carried(), wear_item(), and worn.

Referenced by activate_bionic(), item::reload(), and unwield().

◆ do_damage_for_bionic_failure()

void Character::do_damage_for_bionic_failure ( int  min_damage,
int  max_damage 
)

Definition at line 2462 of file bionics.cpp.

2463{
2464 std::set<bodypart_id> bp_hurt;
2465 for( const bodypart_id &bp : get_all_body_parts() ) {
2466 if( has_effect( effect_under_op, bp->token ) ) {
2467 if( bp_hurt.count( bp->main_part ) > 0 ) {
2468 continue;
2469 }
2470 bp_hurt.emplace( bp->main_part );
2471 }
2472 }
2473
2474 if( bp_hurt.empty() ) {
2475 // If no bodypart associetd with bionic- just damage torso.
2476 // Special check for power storage - it does not belong to any body part.
2477 bp_hurt.emplace( bodypart_str_id( "torso" ) );
2478 }
2479
2480 for( const bodypart_id &bp : bp_hurt ) {
2481 int damage = rng( min_damage, max_damage );
2482 int hp = get_hp( bp );
2483 if( damage >= hp && ( bp == bodypart_str_id( "head" ) || bp == bodypart_str_id( "torso" ) ) ) {
2484 add_effect( effect_infected, 1_hours, bp->token );
2485 add_msg_player_or_npc( m_bad, _( "Your %s is infected." ), _( "<npcname>'s %s is infected." ),
2487 damage = hp * 0.8f;
2488 }
2489 apply_damage( this, bp, damage, true );
2490 if( damage > 15 )
2491 add_msg_player_or_npc( m_bad, _( "Your %s is severely damaged." ),
2492 _( "<npcname>'s %s is severely damaged." ),
2494 else
2495 add_msg_player_or_npc( m_bad, _( "Your %s is damaged." ), _( "<npcname>'s %s is damaged." ),
2497
2498 }
2499}
static const efftype_id effect_under_op("under_operation")
static const efftype_id effect_infected("infected")
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:331
virtual int get_hp() const
Definition: creature.cpp:1673

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), body_part_name_accusative(), effect_infected, effect_under_op, Creature::get_all_body_parts(), Creature::get_hp(), Creature::has_effect(), hp, m_bad, and rng().

Referenced by bionics_install_failure(), and bionics_uninstall_failure().

◆ do_skill_rust()

void Character::do_skill_rust ( )
protected

Definition at line 3585 of file character.cpp.

3586{
3587 const int rust_rate_tmp = rust_rate();
3588 static const std::string PRED2( "PRED2" );
3589 static const std::string PRED3( "PRED3" );
3590 static const std::string PRED4( "PRED4" );
3591 for( std::pair<const skill_id, SkillLevel> &pair : *_skills ) {
3592 const Skill &aSkill = *pair.first;
3593 SkillLevel &skill_level_obj = pair.second;
3594
3595 if( aSkill.is_combat_skill() &&
3596 ( ( has_trait_flag( PRED2 ) && calendar::once_every( 8_hours ) ) ||
3597 ( has_trait_flag( PRED3 ) && calendar::once_every( 4_hours ) ) ||
3598 ( has_trait_flag( PRED4 ) && calendar::once_every( 3_hours ) ) ) ) {
3599 // Their brain is optimized to remember this
3600 if( one_in( 13 ) ) {
3601 // They've already passed the roll to avoid rust at
3602 // this point, but print a message about it now and
3603 // then.
3604 //
3605 // 13 combat skills.
3606 // This means PRED2/PRED3/PRED4 think of hunting on
3607 // average every 8/4/3 hours, enough for immersion
3608 // without becoming an annoyance.
3609 //
3610 add_msg_if_player( _( "Your heart races as you recall your most recent hunt." ) );
3611 mod_stim( 1 );
3612 }
3613 continue;
3614 }
3615
3616 const bool charged_bio_mem = get_power_level() > bio_memory->power_trigger &&
3618 const int oldSkillLevel = skill_level_obj.level();
3619 if( skill_level_obj.rust( charged_bio_mem, rust_rate_tmp ) ) {
3621 _( "Your knowledge of %s begins to fade, but your memory banks retain it!" ), aSkill.name() );
3623 }
3624 const int newSkill = skill_level_obj.level();
3625 if( newSkill < oldSkillLevel ) {
3626 add_msg_if_player( m_bad, _( "Your skill in %s has reduced to %d!" ), aSkill.name(), newSkill );
3627 }
3628 }
3629}
bool has_trait_flag(const std::string &b) const
Returns true if player has a trait with a flag.
Definition: mutation.cpp:106
int rust_rate() const
Returns the player's skill rust rate.
Definition: character.cpp:3379
void mod_stim(int mod)
Definition: character.cpp:7046
int level() const
Definition: skill.h:125
bool rust(bool charged_bio_mem, int character_rate)
Definition: skill.cpp:269
Definition: skill.h:33
std::string name() const
Definition: skill.h:68
bool is_combat_skill() const
Definition: skill.cpp:211
units::energy power_trigger
Power cost when the bionic's special effect is triggered.
Definition: bionics.h:43

References _, _skills, Creature::add_msg_if_player(), bio_memory, get_power_level(), has_active_bionic(), has_trait_flag(), Skill::is_combat_skill(), SkillLevel::level(), m_bad, m_warning, mod_power_level(), mod_stim(), Skill::name(), calendar::once_every(), one_in(), bionic_data::power_trigger, SkillLevel::rust(), and rust_rate().

Referenced by update_body().

◆ dodge_roll()

float Character::dodge_roll ( )
overridevirtual

Implements Creature.

Definition at line 881 of file melee.cpp.

882{
883 return get_dodge() * 5;
884}
float get_dodge() const override
Definition: melee.cpp:838

References get_dodge().

◆ drench()

void Character::drench ( int  saturation,
const body_part_set flags,
bool  ignore_waterproof 
)

Drenches the player with water, saturation is the percent gotten wet.

Definition at line 1730 of file suffer.cpp.

1731{
1732 if( saturation < 1 ) {
1733 return;
1734 }
1735
1736 // OK, water gets in your AEP suit or whatever. It wasn't built to keep you dry.
1738 ( !ignore_waterproof && is_waterproof( flags ) ) ) {
1739 return;
1740 }
1741
1742 // Make the body wet
1743 for( const body_part bp : all_body_parts ) {
1744 // Different body parts have different size, they can only store so much water
1745 int bp_wetness_max = 0;
1746 if( flags.test( bp ) ) {
1747 bp_wetness_max = drench_capacity[bp];
1748 }
1749
1750 if( bp_wetness_max == 0 ) {
1751 continue;
1752 }
1753 // Different sources will only make the bodypart wet to a limit
1754 int source_wet_max = saturation * bp_wetness_max * 2 / 100;
1755 int wetness_increment = ignore_waterproof ? 100 : 2;
1756 // Respect maximums
1757 const int wetness_max = std::min( source_wet_max, bp_wetness_max );
1758 if( body_wetness[bp] < wetness_max ) {
1759 body_wetness[bp] = std::min( wetness_max, body_wetness[bp] + wetness_increment );
1760 }
1761 }
1762
1765 get_value( "waterproof_scent" ).empty() ) {
1766 add_msg_if_player( m_info, _( "The water wash away the scent." ) );
1767 restore_scent();
1768 }
1769
1770 if( is_weak_to_water() ) {
1771 add_msg_if_player( m_bad, _( "You feel the water burning your skin." ) );
1772 }
1773
1774 // Remove onfire effect
1775 if( saturation > 10 || x_in_y( saturation, 10 ) ) {
1777 }
1778}
bool is_waterproof(const body_part_set &parts) const
Definition: character.cpp:8972
bool is_weak_to_water() const
Definition: mutation.cpp:412
void restore_scent()
restore scent after masked_scent effect run out or is removed by water
Definition: character.cpp:8741
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_SHELL2("SHELL2")
static const efftype_id effect_onfire("onfire")

References _, Creature::add_msg_if_player(), all_body_parts, body_wetness, bp_torso, drench_capacity, effect_masked_scent, effect_onfire, Creature::get_value(), has_active_mutation(), Creature::has_effect(), has_trait(), is_waterproof(), is_weak_to_water(), m_bad, m_info, Creature::remove_effect(), restore_scent(), body_part_set::test(), trait_DEBUG_NOTEMP, trait_SHELL2, and x_in_y().

Referenced by character_funcs::do_pause(), game::place_player(), and avatar_action::swim().

◆ drench_mut_calc()

void Character::drench_mut_calc ( )

Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)

Definition at line 7794 of file character.cpp.

7795{
7796 for( const body_part bp : all_body_parts ) {
7797 int ignored = 0;
7798 int neutral = 0;
7799 int good = 0;
7800
7801 for( const trait_id &iter : get_mutations() ) {
7802 const mutation_branch &mdata = iter.obj();
7803 const auto wp_iter = mdata.protection.find( bp );
7804 if( wp_iter != mdata.protection.end() ) {
7805 ignored += wp_iter->second.x;
7806 neutral += wp_iter->second.y;
7807 good += wp_iter->second.z;
7808 }
7809 }
7810
7811 mut_drench[bp][WT_GOOD] = good;
7813 mut_drench[bp][WT_IGNORED] = ignored;
7814 }
7815}
@ good
Item should display as green (action possible at the moment)
std::map< body_part, tripoint > protection
Definition: mutation.h:267

References all_body_parts, get_mutations(), mut_drench, neutral, mutation_branch::protection, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ drop() [1/2]

void Character::drop ( const drop_locations what,
const tripoint target,
bool  stash = false 
)
virtual

Reimplemented in npc.

Definition at line 2462 of file character.cpp.

2464{
2465 if( what.empty() ) {
2466 return;
2467 }
2468
2469 if( rl_dist( pos(), target ) > 1 || !( stash || get_map().can_put_items( target ) ) ) {
2470 add_msg_player_or_npc( m_info, _( "You can't place items here!" ),
2471 _( "<npcname> can't place items here!" ) );
2472 return;
2473 }
2474
2475 if( stash ) {
2476 assign_activity( stash_activity_actor( *this, what, target - pos() ) );
2477 } else {
2478 assign_activity( drop_activity_actor( *this, what, false, target - pos() ) );
2479 }
2480}

References _, Creature::add_msg_player_or_npc(), assign_activity(), get_map(), m_info, pos(), and rl_dist().

◆ drop() [2/2]

void Character::drop ( item_location  loc,
const tripoint where 
)

Drops an item to the specified location.

Definition at line 2440 of file character.cpp.

2441{
2442 item &oThisItem = *loc;
2443 if( is_wielding( oThisItem ) ) {
2444 const auto ret = can_unwield( *loc );
2445
2446 if( !ret.success() ) {
2447 add_msg( m_info, "%s", ret.c_str() );
2448 return;
2449 }
2450 } else if( is_wearing( oThisItem ) ) {
2451 const auto ret = as_player()->can_takeoff( *loc );
2452
2453 if( !ret.success() ) {
2454 add_msg( m_info, "%s", ret.c_str() );
2455 return;
2456 }
2457 }
2458
2459 drop( { drop_location( loc, loc->count() ) }, where );
2460}
ret_val< bool > can_takeoff(const item &it, const std::list< item > *res=nullptr) const
Check if character is capable of taking off given item.
Definition: character.cpp:3006
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2440
iuse_location drop_location

References add_msg(), Creature::as_player(), can_takeoff(), can_unwield(), item::count(), drop(), is_wearing(), is_wielding(), m_info, and cata::hash64_detail::ret.

Referenced by game::drop(), npc::drop(), drop(), game::drop_in_direction(), monexamine::give_items_to(), harvest_common(), i_add_or_drop(), examine_item_menu::run(), suffer_from_schizophrenia(), and takeoff().

◆ drop_invalid_inventory()

void Character::drop_invalid_inventory ( )

Definition at line 3177 of file character.cpp.

3178{
3179 bool dropped_liquid = false;
3180 for( const std::list<item> *stack : inv.const_slice() ) {
3181 const item &it = stack->front();
3182 if( it.made_of( LIQUID ) ) {
3183 dropped_liquid = true;
3184 get_map().add_item_or_charges( pos(), it );
3185 // must be last
3186 i_rem( &it );
3187 }
3188 }
3189 if( dropped_liquid ) {
3190 add_msg_if_player( m_bad, _( "Liquid from your inventory has leaked onto the ground." ) );
3191 }
3192
3193 if( volume_carried() > volume_capacity() ) {
3194 auto items_to_drop = inv.remove_randomly_by_volume( volume_carried() - volume_capacity() );
3196 }
3197}
std::list< item > remove_randomly_by_volume(const units::volume &volume)
Randomly select items until the volume quota is filled.
Definition: inventory.cpp:758
const_invslice const_slice() const
Definition: inventory.cpp:143

References _, map::add_item_or_charges(), Creature::add_msg_if_player(), inventory::const_slice(), get_map(), i_rem(), inv, LIQUID, m_bad, item::made_of(), pos(), put_into_vehicle_or_drop(), inventory::remove_randomly_by_volume(), tumbling, volume_capacity(), and volume_carried().

Referenced by absorb_hit(), player_activity::do_turn(), npc::execute_action(), process_turn(), and npc_trading::trade().

◆ eat()

bool Character::eat ( item food,
bool  force = false 
)

Used for eating entered comestible, returns true if comestible is successfully eaten.

Definition at line 826 of file consumption.cpp.

827{
828 if( !food.is_food() ) {
829 return false;
830 }
831
832 const auto ret = force ? can_eat( food ) : will_eat( food, is_player() );
833 if( !ret.success() ) {
834 return false;
835 }
836
837 if( has_effect( effect_bloated ) &&
838 ( compute_effective_nutrients( food ).kcal > 0 || food.get_comestible()->quench > 0 ) &&
839 !food.has_flag( flag_NO_BLOAT ) ) {
840 add_msg_if_player( _( "You force yourself to vomit to make space for %s." ), food.tname() );
841 vomit();
842 }
843
844 int charges_used = 0;
845 if( food.type->has_use() ) {
846 if( !food.type->can_use( "DOGFOOD" ) &&
847 !food.type->can_use( "CATFOOD" ) &&
848 !food.type->can_use( "BIRDFOOD" ) &&
849 !food.type->can_use( "CATTLEFODDER" ) ) {
850 charges_used = food.type->invoke( *this->as_player(), food, pos() );
851 if( charges_used <= 0 ) {
852 return false;
853 }
854 }
855 }
856
857 // Note: the block below assumes we decided to eat it
858 // No coming back from here
859
860 const int nutr = nutrition_for( food );
861 const bool spoiled = food.rotten();
862
863 // The item is solid food
864 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
866 // This item is a drink and not a solid food (and not a thick soup)
867 const bool drinkable = !chew && food.get_comestible()->comesttype == comesttype_DRINK;
868 // If neither of the above is true then it's a drug and shouldn't get mealtime penalty/bonus
869
870 const bool saprophage = has_trait( trait_SAPROPHAGE );
871 if( spoiled && !saprophage ) {
872 add_msg_if_player( m_bad, _( "Ick, this %s doesn't taste so good…" ), food.tname() );
875 add_effect( effect_foodpoison, rng( 6_minutes, ( nutr + 1 ) * 6_minutes ) );
876 }
877 } else if( spoiled && saprophage ) {
878 add_msg_if_player( m_good, _( "Mmm, this %s tastes delicious…" ), food.tname() );
879 }
880 if( !consume_effects( food ) ) {
881 // Already consumed by using `food.type->invoke`?
882 if( charges_used > 0 ) {
883 food.mod_charges( -charges_used );
884 }
885 return false;
886 }
887 food.mod_charges( -1 );
888
889 const bool amorphous = has_trait( trait_AMORPHOUS );
890 int mealtime = 250;
891 if( drinkable || chew ) {
892 // Those bonuses/penalties only apply to food
893 // Not to smoking weed or applying bandages!
896 mealtime /= 2;
897 } else if( has_trait( trait_SHARKTEETH ) ) {
898 // SHARKBAIT! HOO HA HA!
899 mealtime /= 3;
900 } else if( has_trait( trait_GOURMAND ) ) {
901 // Don't stack those two - that would be 25 moves per item
902 mealtime -= 100;
903 }
904
905 if( has_trait( trait_BEAK_HUM ) && !drinkable ) {
906 // Much better than PROBOSCIS but still optimized for fluids
907 mealtime += 200;
908 } else if( has_trait( trait_SABER_TEETH ) ) {
909 // They get In The Way
910 mealtime += 250;
911 }
912
913 if( amorphous ) {
914 mealtime *= 1.1;
915 // Minor speed penalty for having to flow around it
916 // rather than just grab & munch
917 }
918 }
919
920 moves -= mealtime;
921
922 // If it's poisonous... poison us.
923 // TODO: Move this to a flag
924 if( food.poison > 0 && !has_trait( trait_POISRESIST ) &&
926 if( food.poison >= rng( 2, 4 ) ) {
927 add_effect( effect_poison, food.poison * 10_minutes );
928 }
929
930 add_effect( effect_foodpoison, food.poison * 30_minutes );
931 }
932
933 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
934 if( !has_effect( effect_hallu ) ) {
935 add_effect( effect_hallu, 6_hours );
936 }
937 }
938
939 if( amorphous ) {
940 add_msg_player_or_npc( _( "You assimilate your %s." ), _( "<npcname> assimilates a %s." ),
941 food.tname() );
942 } else if( drinkable ) {
943 add_msg_player_or_npc( _( "You drink your %s." ), _( "<npcname> drinks a %s." ),
944 food.tname() );
945 } else if( chew ) {
946 add_msg_player_or_npc( _( "You eat your %s." ), _( "<npcname> eats a %s." ),
947 food.tname() );
948 }
949
950 if( food.get_comestible()->tool->tool ) {
951 // Tools like lighters get used
952 use_charges( food.get_comestible()->tool, 1 );
953 }
954
956 add_effect( effect_fungus, 1_turns, num_bp );
957 }
958
959 // Chance to become parasitised
961 if( food.get_comestible()->parasites > 0 && !food.has_flag( flag_NO_PARASITES ) &&
962 one_in( food.get_comestible()->parasites ) ) {
963 switch( rng( 0, 3 ) ) {
964 case 0:
965 add_effect( effect_tapeworm, 1_turns, num_bp );
966 break;
967 case 1:
968 if( !has_trait( trait_ACIDBLOOD ) ) {
970 }
971 break;
972 case 2:
974 break;
975 case 3:
977 }
978 }
979 }
980
981 for( const std::pair<const diseasetype_id, int> &elem : food.get_comestible()->contamination ) {
982 if( rng( 1, 100 ) <= elem.second ) {
983 expose_to_disease( elem.first );
984 }
985 }
986
987 consumption_history->elems.emplace_back( food );
988 // Clean out consumption_history so it doesn't get bigger than needed.
989 while( consumption_history->elems.front().time < calendar::turn - 2_days ) {
990 consumption_history->elems.pop_front();
991 }
992
993 return true;
994}
void expose_to_disease(diseasetype_id dis_type)
Determine if character is susceptible to dis_type and if so apply the symptoms.
Definition: character.cpp:1553
pimpl< consumption_history_t > consumption_history
Definition: character.h:1584
ret_val< edible_rating > will_eat(const item &food, bool interactive=false) const
Same as can_eat, but takes consequences into account.
bool rotten() const
returns true if item is now rotten after all shelf life has elapsed
Definition: item.h:848
void mod_charges(int mod)
Modify the charges of this item, only use for items counted by charges! The item must have enough cha...
Definition: item.cpp:9721
int poison
Definition: item.h:2206
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_fungus("fungus")
static const std::string flag_FUNGAL_VECTOR("FUNGAL_VECTOR")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_EATDEAD("EATDEAD")
static const trait_id trait_SABER_TEETH("SABER_TEETH")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const efftype_id effect_hallu("hallu")
static const trait_id trait_BEAK_HUM("BEAK_HUM")
static const trait_id trait_PARAIMMUNE("PARAIMMUNE")
static const trait_id trait_MANDIBLES("MANDIBLES")
static const std::string flag_HIDDEN_HALLU("HIDDEN_HALLU")
static const efftype_id effect_paincysts("paincysts")
static const std::string flag_NO_PARASITES("NO_PARASITES")
static const trait_id trait_AMORPHOUS("AMORPHOUS")
static const trait_id trait_MOUTH_TENTACLES("MOUTH_TENTACLES")
static const efftype_id effect_poison("poison")
static const efftype_id effect_foodpoison("foodpoison")
static const trait_id trait_FANGS_SPIDER("FANGS_SPIDER")
static const trait_id trait_POISRESIST("POISRESIST")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const efftype_id effect_brainworms("brainworms")
int chew(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1102

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), Creature::as_player(), bio_digestion, can_eat(), itype::can_use(), iuse::chew(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), consume_effects(), consumption_history, effect_bloated, effect_bloodworms, effect_brainworms, effect_foodpoison, effect_fungus, effect_hallu, effect_paincysts, effect_poison, effect_tapeworm, expose_to_disease(), flag_FUNGAL_VECTOR(), flag_HIDDEN_HALLU(), flag_NO_BLOAT(), flag_NO_PARASITES(), flag_USE_EAT_VERB(), item::get_comestible(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), itype::has_use(), itype::invoke(), item::is_food(), Creature::is_player(), m_bad, m_good, item::mod_charges(), Creature::moves, num_bp, nutrition_for(), one_in(), item::poison, pos(), cata::hash64_detail::ret, rng(), item::rotten(), item::tname(), trait_ACIDBLOOD, trait_AMORPHOUS, trait_BEAK_HUM, trait_EATDEAD, trait_FANGS_SPIDER, trait_GOURMAND, trait_M_IMMUNE, trait_MANDIBLES, trait_MOUTH_TENTACLES, trait_PARAIMMUNE, trait_POISRESIST, trait_SABER_TEETH, trait_SAPROPHAGE, trait_SAPROVORE, trait_SHARKTEETH, calendar::turn, item::type, use_charges(), vomit(), and will_eat().

Referenced by consume_item(), drink_nectar(), avatar_action::eat_here(), iexamine::flower_poppy(), vehicle::interact_with(), iexamine::keg(), and try_consume().

◆ encumb()

◆ enforce_minimum_healing()

void Character::enforce_minimum_healing ( )

Definition at line 4620 of file character.cpp.

4621{
4622 for( const bodypart_id &bp : get_all_body_parts() ) {
4623 if( get_part_healed_total( bp ) <= 0 ) {
4624 heal( bp, 1 );
4625 }
4626 set_part_healed_total( bp, 0 );
4627 }
4628}
void heal(const bodypart_id &healed, int dam)
Heals a body_part for dam.
Definition: character.cpp:8621
void set_part_healed_total(const bodypart_id &id, int set)
Definition: creature.cpp:1606
int get_part_healed_total(const bodypart_id &id) const
Definition: creature.cpp:1591

References Creature::get_all_body_parts(), Creature::get_part_healed_total(), heal(), and Creature::set_part_healed_total().

Referenced by update_body().

◆ enough_power_for()

bool Character::enough_power_for ( const bionic_id bid) const

Definition at line 1945 of file character.cpp.

1946{
1947 return power_level >= bid->power_activate;
1948}
units::energy power_level
Definition: character.h:2242

References bionic_data::power_activate, and power_level.

Referenced by activate_bionic(), and iexamine::fireplace().

◆ enumerate_unmet_requirements()

std::string Character::enumerate_unmet_requirements ( const item it,
const item context = item() 
) const

Returns a string of missed requirements (both stats and skills)

Definition at line 3355 of file character.cpp.

3356{
3357 std::vector<std::string> unmet_reqs;
3358
3359 const auto check_req = [ &unmet_reqs ]( const std::string & name, int cur, int req ) {
3360 if( cur < req ) {
3361 unmet_reqs.push_back( string_format( "%s %d", name, req ) );
3362 }
3363 };
3364
3365 check_req( _( "strength" ), get_str(), it.get_min_str() );
3366 check_req( _( "dexterity" ), get_dex(), it.type->min_dex );
3367 check_req( _( "intelligence" ), get_int(), it.type->min_int );
3368 check_req( _( "perception" ), get_per(), it.type->min_per );
3369
3370 for( const auto &elem : it.type->min_skills ) {
3371 check_req( context.contextualize_skill( elem.first )->name(),
3372 get_skill_level( elem.first, context ),
3373 elem.second );
3374 }
3375
3376 return enumerate_as_string( unmet_reqs );
3377}
int get_min_str() const
Definition: item.cpp:10044
skill_id contextualize_skill(const skill_id &id) const
Puts the skill in context of the item.
Definition: item.cpp:9966
int min_dex
Definition: itype.h:938
int min_int
Definition: itype.h:939
int min_per
Definition: itype.h:940
std::map< skill_id, int > min_skills
Definition: itype.h:936

References _, item::contextualize_skill(), enumerate_as_string(), get_dex(), get_int(), item::get_min_str(), get_per(), get_skill_level(), get_str(), itype::min_dex, itype::min_int, itype::min_per, itype::min_skills, name, Skill::name(), string_format(), and item::type.

Referenced by can_use(), and gunmod_inventory_preset::get_denial().

◆ env_surgery_bonus()

float Character::env_surgery_bonus ( int  radius)

Calculate skill bonus from tiles in radius.

Definition at line 2341 of file bionics.cpp.

2342{
2343 float bonus = 1.0;
2344 map &here = get_map();
2345 for( const tripoint &cell : here.points_in_radius( pos(), radius ) ) {
2346 if( here.furn( cell )->surgery_skill_multiplier ) {
2347 bonus = std::max( bonus, *here.furn( cell )->surgery_skill_multiplier );
2348 }
2349 }
2350 return bonus;
2351}
furn_id furn(const tripoint &p) const
Definition: map.cpp:1412
std::optional< float > surgery_skill_multiplier
Definition: mapdata.h:521

References map::furn(), get_map(), map::points_in_radius(), pos(), and furn_t::surgery_skill_multiplier.

Referenced by bionics_adjusted_skill().

◆ environmental_revert_effect()

void Character::environmental_revert_effect ( )

Definition at line 776 of file character_turn.cpp.

777{
778 addictions.clear();
779 morale->clear();
780
783 set_thirst( 0 );
784 set_fatigue( 0 );
785 set_healthy( 0 );
786 set_healthy_mod( 0 );
787 set_stim( 0 );
788 set_pain( 0 );
789 set_painkiller( 0 );
790 set_rad( 0 );
792
795}
virtual void set_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4458
virtual void set_healthy_mod(int nhealthy_mod)
Definition: character.cpp:4263
virtual void set_stored_kcal(int kcal)
Setters for need values exclusive to characters.
Definition: character.cpp:4319
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:782
virtual void set_healthy(int nhealthy)
Setters for health values exclusive to characters.
Definition: character.cpp:4251
virtual void set_thirst(int nthirst)
Definition: character.cpp:4431
void set_all_parts_hp_to_max()
Definition: creature.cpp:1633

References addictions, max_stored_kcal(), morale, recalc_sight_limits(), reset_encumbrance(), Creature::set_all_parts_hp_to_max(), set_fatigue(), set_healthy(), set_healthy_mod(), set_pain(), set_painkiller(), set_rad(), set_sleep_deprivation(), set_stim(), set_stored_kcal(), and set_thirst().

◆ exclusive_flag_coverage()

body_part_set Character::exclusive_flag_coverage ( const std::string &  flag) const

Bitset of all the body parts covered only with items with flag (or nothing)

Definition at line 4053 of file character.cpp.

4054{
4056
4057 for( const auto &elem : worn ) {
4058 if( !elem.has_flag( flag ) ) {
4059 // Unset the parts covered by this item
4060 ret &= ~elem.get_covered_body_parts();
4061 }
4062 }
4063
4064 return ret;
4065}
static body_part_set all()
Definition: bodypart.h:235

References body_part_set::all(), cata::hash64_detail::ret, and worn.

Referenced by apply_wetness_morale(), mut_cbm_encumb(), mutation_attacks(), reset_stats(), and swim_speed().

◆ expose_to_disease()

void Character::expose_to_disease ( diseasetype_id  dis_type)

Determine if character is susceptible to dis_type and if so apply the symptoms.

Definition at line 1553 of file character.cpp.

1554{
1555 const std::optional<int> &healt_thresh = dis_type->health_threshold;
1556 if( healt_thresh && healt_thresh.value() < get_healthy() ) {
1557 return;
1558 }
1559 const std::set<body_part> &bps = dis_type->affected_bodyparts;
1560 if( !bps.empty() ) {
1561 for( const body_part &bp : bps ) {
1562 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), bp,
1563 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1564 }
1565 } else {
1566 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), num_bp,
1567 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1568 }
1569}
virtual int get_healthy() const
Getters for health values exclusive to characters.
Definition: character.cpp:4150
time_duration min_duration
Definition: disease.h:26
std::optional< int > health_threshold
If not empty this sets the health threshold above which you're immune to the disease.
Definition: disease.h:33
int max_intensity
Definition: disease.h:29
efftype_id symptoms
effect applied by this disease
Definition: disease.h:35
std::set< body_part > affected_bodyparts
Affected body parts.
Definition: disease.h:31
int min_intensity
Definition: disease.h:28
time_duration max_duration
Definition: disease.h:27

References Creature::add_effect(), disease_type::affected_bodyparts, get_healthy(), disease_type::health_threshold, disease_type::max_duration, disease_type::max_intensity, disease_type::min_duration, disease_type::min_intensity, num_bp, rng(), and disease_type::symptoms.

Referenced by eat().

◆ extended_description()

std::string Character::extended_description ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 6484 of file character.cpp.

6485{
6486 std::string ss;
6487 if( is_player() ) {
6488 // <bad>This is me, <player_name>.</bad>
6489 ss += string_format( _( "This is you - %s." ), name );
6490 } else {
6491 ss += string_format( _( "This is %s, %s" ), name, male ? _( "Male" ) : _( "Female" ) );
6492 }
6493
6494 ss += "\n--\n";
6495
6496 const std::vector<bodypart_id> &bps = get_all_body_parts( true );
6497 // Find length of bp names, to align
6498 // accumulate looks weird here, any better function?
6499 int longest = std::accumulate( bps.begin(), bps.end(), 0,
6500 []( int m, bodypart_id bp ) {
6501 return std::max( m, utf8_width( body_part_name_as_heading( bp->token, 1 ) ) );
6502 } );
6503
6504 // This is a stripped-down version of the body_window function
6505 // This should be extracted into a separate function later on
6506 for( const bodypart_id &bp : bps ) {
6507 // Hide appendix from the player
6508 if( bp->id.str() == "num_bp" ) {
6509 continue;
6510 }
6511 const std::string &bp_heading = body_part_name_as_heading( bp->token, 1 );
6512
6513 const nc_color state_col = limb_color( bp, true, true, true );
6514 nc_color name_color = state_col;
6515 std::pair<std::string, nc_color> hp_bar = get_hp_bar( get_part_hp_cur( bp ), get_part_hp_max( bp ),
6516 false );
6517
6518 ss += colorize( left_justify( bp_heading, longest ), name_color );
6519 ss += colorize( hp_bar.first, hp_bar.second );
6520 // Trailing bars. UGLY!
6521 // TODO: Integrate into get_hp_bar somehow
6522 ss += colorize( std::string( 5 - utf8_width( hp_bar.first ), '.' ), c_white );
6523 ss += "\n";
6524 }
6525
6526 ss += "--\n";
6527 ss += _( "Wielding:" ) + std::string( " " );
6528 if( weapon.is_null() ) {
6529 ss += _( "Nothing" );
6530 } else {
6531 ss += weapon.tname();
6532 }
6533
6534 ss += "\n";
6535 ss += _( "Wearing:" ) + std::string( " " );
6536 ss += enumerate_as_string( worn.begin(), worn.end(), []( const item & it ) {
6537 return it.tname();
6538 } );
6539
6540 return replace_colors( ss );
6541}
std::string left_justify(const std::string &str, const int width, const bool ignore_tags)
bool male
Definition: character.h:1559
std::string replace_colors(std::string text)
Replace special color tags (e.g.

References _, body_part_name_as_heading(), c_white, colorize(), enumerate_as_string(), Creature::get_all_body_parts(), get_hp_bar(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), int_id< T >::id(), item::is_null(), Creature::is_player(), left_justify(), limb_color(), male, name, replace_colors(), string_format(), item::tname(), utf8_width(), weapon, and worn.

Referenced by npc::extended_description().

◆ extraEncumbrance()

int Character::extraEncumbrance ( layer_level  level,
int  bp 
) const

Get encumbrance penalty per layer & body part.

Definition at line 3699 of file character.cpp.

3700{
3701 return encumbrance_cache->elems[bp].layer_penalty_details[static_cast<int>( level )].total;
3702}

References encumbrance_cache.

◆ fall_asleep() [1/2]

void Character::fall_asleep ( )

Adds "sleep" to the player.

Definition at line 9249 of file character.cpp.

9250{
9251 // Communicate to the player that he is using items on the floor
9252 std::string item_name = is_snuggling();
9253 if( item_name == "many" ) {
9254 if( one_in( 15 ) ) {
9255 add_msg_if_player( _( "You nestle your pile of clothes for warmth." ) );
9256 } else {
9257 add_msg_if_player( _( "You use your pile of clothes for warmth." ) );
9258 }
9259 } else if( item_name != "nothing" ) {
9260 if( one_in( 15 ) ) {
9261 add_msg_if_player( _( "You snuggle your %s to keep warm." ), item_name );
9262 } else {
9263 add_msg_if_player( _( "You use your %s to keep warm." ), item_name );
9264 }
9265 }
9267 if( get_stored_kcal() > max_stored_kcal() - bmr() / 4 &&
9269 if( is_avatar() ) {
9270 g->memorial().add( pgettext( "memorial_male", "Entered hibernation." ),
9271 pgettext( "memorial_female", "Entered hibernation." ) );
9272 }
9273
9274 add_msg_if_player( _( "You enter hibernation." ) );
9275 fall_asleep( 7_days );
9276 } else {
9278 _( "You need to be nearly full of food and water to enter hibernation." ) );
9279 }
9280 }
9281
9282 fall_asleep( 10_hours ); // default max sleep time.
9283}
static const trait_id trait_HIBERNATE("HIBERNATE")
int bmr() const
Definition: character.cpp:6841
std::string is_snuggling() const
Checks to see if the player is using floor items to keep warm, and return the name of one such item i...
Definition: character.cpp:9302

References _, Creature::add_msg_if_player(), bmr(), fall_asleep(), g, get_stored_kcal(), get_thirst(), has_active_mutation(), Creature::is_avatar(), is_snuggling(), m_bad, max_stored_kcal(), one_in(), pgettext(), thirsty, and trait_HIBERNATE.

Referenced by check_needs_extremes(), fall_asleep(), iexamine::flower_poppy(), hardcoded_effects(), introduce_into_anesthesia(), marloss_common(), iuse::mycus(), process_one_effect(), suffer_from_stimulants(), suffer_while_awake(), try_reject_mutagen(), activity_handlers::try_sleep_do_turn(), and mutagen_iv_actor::use().

◆ fall_asleep() [2/2]

void Character::fall_asleep ( const time_duration duration)

Definition at line 9285 of file character.cpp.

9286{
9287 if( activity ) {
9288 if( activity.id() == ACT_TRY_SLEEP ) {
9290 } else {
9292 }
9293 }
9294 add_effect( effect_sleep, duration );
9295}
void cancel_activity()
Definition: character.cpp:9209
void set_to_null()
This replaces the former usage act.type = ACT_NULL

References ACT_TRY_SLEEP, activity, Creature::add_effect(), cancel_activity(), effect_sleep, player_activity::id(), and player_activity::set_to_null().

◆ fall_damage_mod()

float Character::fall_damage_mod ( ) const
overridevirtual

Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels)

Dexterity decreases damage from falling Dodge decreases damage from falling

Implements Creature.

Definition at line 10635 of file character.cpp.

10636{
10637 if( has_effect_with_flag( "EFFECT_FEATHER_FALL" ) ) {
10638 return 0.0f;
10639 }
10640 float ret = 1.0f;
10641
10642 // Ability to land properly is 2x as important as dexterity itself
10643 /** @EFFECT_DEX decreases damage from falling */
10644
10645 /** @EFFECT_DODGE decreases damage from falling */
10646 float dex_dodge = dex_cur / 2.0 + get_skill_level( skill_dodge );
10647 // Penalize for wearing heavy stuff
10648 const float average_leg_encumb = ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) / 2.0;
10649 dex_dodge -= ( average_leg_encumb + encumb( bp_torso ) ) / 10;
10650 // But prevent it from increasing damage
10651 dex_dodge = std::max( 0.0f, dex_dodge );
10652 // 100% damage at 0, 75% at 10, 50% at 20 and so on
10653 ret *= ( 100.0f - ( dex_dodge * 4.0f ) ) / 100.0f;
10654
10655 if( has_trait( trait_PARKOUR ) ) {
10656 ret *= 2.0f / 3.0f;
10657 }
10658
10659 // TODO: Bonus for Judo, mutations. Penalty for heavy weight (including mutations)
10660 return std::max( 0.0f, ret );
10661}
static const trait_id trait_PARKOUR("PARKOUR")
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1208

References bp_leg_l, bp_leg_r, bp_torso, dex_cur, encumb(), get_skill_level(), Creature::has_effect_with_flag(), has_trait(), cata::hash64_detail::ret, skill_dodge, and trait_PARKOUR.

Referenced by impact(), and iexamine::ledge().

◆ feed_furnace_with()

bool Character::feed_furnace_with ( item it)

Recharge CBMs whenever possible.

Returns
true when recharging was successful.

Definition at line 1277 of file consumption.cpp.

1278{
1279 if( !can_feed_furnace_with( it ) ) {
1280 return false;
1281 }
1282 if( it.is_favorite &&
1283 !g->u.query_yn( _( "Are you sure you want to eat your favorited %s?" ), it.tname() ) ) {
1284 return false;
1285 }
1286
1287 const int consumed_charges = std::min( it.charges, it.charges_per_volume( furnace_max_volume ) );
1289
1290 if( energy == 0 ) {
1292 _( "You digest your %s, but fail to acquire energy from it." ),
1293 _( "<npcname> digests their %s for energy, but fails to acquire energy from it." ),
1294 it.tname() );
1295 } else if( is_max_power() ) {
1297 _( "You digest your %s, but you're fully powered already, so the energy is wasted." ),
1298 _( "<npcname> digests a %s for energy, they're fully powered already, so the energy is wasted." ),
1299 it.tname() );
1300 } else {
1301 const int profitable_energy = std::min( energy,
1303 if( it.count_by_charges() ) {
1305 vgettext( "You digest %d %s and recharge %d point of energy.",
1306 "You digest %d %s and recharge %d points of energy.",
1307 profitable_energy
1308 ),
1309 vgettext( "<npcname> digests %d %s and recharges %d point of energy.",
1310 "<npcname> digests %d %s and recharges %d points of energy.",
1311 profitable_energy
1312 ), consumed_charges, it.tname(), profitable_energy
1313 );
1314 } else {
1316 vgettext( "You digest your %s and recharge %d point of energy.",
1317 "You digest your %s and recharge %d points of energy.",
1318 profitable_energy
1319 ),
1320 vgettext( "<npcname> digests a %s and recharges %d point of energy.",
1321 "<npcname> digests a %s and recharges %d points of energy.",
1322 profitable_energy
1323 ), it.tname(), profitable_energy
1324 );
1325 }
1326 mod_power_level( units::from_kilojoule( profitable_energy ) );
1327 }
1328
1329 it.charges -= consumed_charges;
1330 mod_moves( -250 );
1331
1332 return true;
1333}
int get_acquirable_energy(const item &it, rechargeable_cbm cbm) const
bool can_feed_furnace_with(const item &it) const
Determine character's capability of recharging their CBMs.
bool is_max_power() const
Definition: character.cpp:1930
bool is_favorite
Definition: item.h:2241
quantity< int, energy_in_joule_tag > energy
Definition: units_energy.h:16
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_msg_player_or_npc(), can_feed_furnace_with(), item::charges, item::charges_per_volume(), item::count_by_charges(), units::from_kilojoule(), furnace, furnace_max_volume, g, get_acquirable_energy(), get_max_power_level(), get_power_level(), item::is_favorite, is_max_power(), m_info, Creature::mod_moves(), mod_power_level(), item::tname(), units::to_kilojoule(), and vgettext().

Referenced by consume_item().

◆ find_remote_fuel()

itype_id Character::find_remote_fuel ( bool  look_only = false)

Find fuel used by remote powered bionic.

Definition at line 1434 of file bionics.cpp.

1435{
1436 itype_id remote_fuel;
1437 map &here = get_map();
1438
1439 const std::vector<item *> cables = items_with( []( const item & it ) {
1440 return it.active && it.has_flag( flag_CABLE_SPOOL );
1441 } );
1442
1443 for( const item *cable : cables ) {
1444
1445 const std::optional<tripoint> target = cable->get_cable_target( this, pos() );
1446 if( !target ) {
1447 if( here.is_outside( pos() ) && !is_night( calendar::turn ) &&
1448 cable->get_var( "state" ) == "solar_pack_link" ) {
1449 if( !look_only ) {
1450 set_value( "sunlight", "1" );
1451 }
1452 remote_fuel = fuel_type_sun_light;
1453 }
1454
1455 if( cable->get_var( "state" ) == "UPS_link" ) {
1456 static const item_filter used_ups = [&]( const item & itm ) {
1457 return itm.get_var( "cable" ) == "plugged_in";
1458 };
1459 if( !look_only ) {
1460 if( has_charges( itype_UPS_off, 1, used_ups ) ) {
1462 units::to_kilojoule( max_power_level ), used_ups ) ) );
1463 } else if( has_charges( itype_adv_UPS_off, 1, used_ups ) ) {
1465 units::to_kilojoule( max_power_level ), used_ups ) ) );
1466 } else {
1467 set_value( "rem_battery", std::to_string( 0 ) );
1468 }
1469 }
1470 remote_fuel = fuel_type_battery;
1471 }
1472 continue;
1473 }
1474 const optional_vpart_position vp = here.veh_at( *target );
1475 if( !vp ) {
1476 continue;
1477 }
1478 if( !look_only ) {
1479 set_value( "rem_battery", std::to_string( vp->vehicle().fuel_left( fuel_type_battery,
1480 true ) ) );
1481 }
1482 remote_fuel = fuel_type_battery;
1483 }
1484
1485 return remote_fuel;
1486}
static const itype_id fuel_type_battery("battery")
bool is_night(const time_point &p)
Returns true if it's currently night time - after dusk and before dawn.
Definition: calendar.cpp:137
units::energy max_power_level
Definition: character.h:2243
bool is_outside(const tripoint &p) const
Definition: map.cpp:2624
int charges_of(const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
Count maximum available charges from this instance and any contained items.
Definition: visitable.cpp:944

References item::active, visitable< Character >::charges_of(), flag_CABLE_SPOOL(), fuel_type_battery, fuel_type_sun_light, get_map(), has_charges(), item::has_flag(), is_night(), map::is_outside(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, max_power_level, pos(), Creature::set_value(), units::to_kilojoule(), to_string(), calendar::turn, and map::veh_at().

Referenced by burn_fuel(), iuse::cable_attach(), draw_bionics_titlebar(), and process_bionic().

◆ flag_encumbrance()

void Character::flag_encumbrance ( )

Flag encumbrance for updating.

Definition at line 1751 of file character.cpp.

1752{
1753 check_encumbrance = true;
1754}

References check_encumbrance.

Referenced by monexamine::attach_bag_to(), item::on_drop(), item::on_pickup(), and item::on_wield().

◆ floor_bedding_warmth()

int Character::floor_bedding_warmth ( const tripoint pos)
static

Warmth from terrain, furniture, vehicle furniture and traps.

Can be negative.

Definition at line 9445 of file character.cpp.

9446{
9447 map &here = get_map();
9448 const trap &trap_at_pos = here.tr_at( pos );
9449 const ter_id ter_at_pos = here.ter( pos );
9450 const furn_id furn_at_pos = here.furn( pos );
9451 int floor_bedding_warmth = 0;
9452
9453 const optional_vpart_position vp = here.veh_at( pos );
9454 const std::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
9455 // Search the floor for bedding
9456 if( furn_at_pos != f_null ) {
9458 } else if( !trap_at_pos.is_null() ) {
9460 } else if( boardable ) {
9461 floor_bedding_warmth += boardable->info().floor_bedding_warmth;
9462 } else if( ter_at_pos == t_improvised_shelter ) {
9463 floor_bedding_warmth -= 500;
9464 } else {
9465 floor_bedding_warmth -= 2000;
9466 }
9467
9468 return floor_bedding_warmth;
9469}
static int floor_bedding_warmth(const tripoint &pos)
Warmth from terrain, furniture, vehicle furniture and traps.
Definition: character.cpp:9445
const T & obj() const
Definition: ammo_effect.cpp:26
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5235
ter_id ter(const tripoint &p) const
Definition: map.cpp:1562
std::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2482
ter_id t_improvised_shelter
Definition: mapdata.cpp:718
int floor_bedding_warmth
Definition: mapdata.h:508
Definition: trap.h:86
int floor_bedding_warmth
Definition: trap.h:120

References f_null, floor_bedding_warmth(), furn_t::floor_bedding_warmth, trap::floor_bedding_warmth, map::furn(), get_map(), trap::is_null(), int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), t_improvised_shelter, map::ter(), map::tr_at(), and map::veh_at().

Referenced by floor_bedding_warmth(), and floor_warmth().

◆ floor_item_warmth()

int Character::floor_item_warmth ( const tripoint pos)
static

Warmth from clothing on the floor.

Definition at line 9471 of file character.cpp.

9472{
9473 int item_warmth = 0;
9474
9475 const auto warm = [&item_warmth]( const auto & stack ) {
9476 for( const item &elem : stack ) {
9477 if( !elem.is_armor() ) {
9478 continue;
9479 }
9480 // Items that are big enough and covers the torso are used to keep warm.
9481 // Smaller items don't do as good a job
9482 if( elem.volume() > 250_ml &&
9483 ( elem.covers( bp_torso ) || elem.covers( bp_leg_l ) ||
9484 elem.covers( bp_leg_r ) ) ) {
9485 item_warmth += 60 * elem.get_warmth() * elem.volume() / 2500_ml;
9486 }
9487 }
9488 };
9489
9490 map &here = get_map();
9491 if( !!here.veh_at( pos ) ) {
9492 if( const std::optional<vpart_reference> vp = here.veh_at( pos ).part_with_feature( VPFLAG_CARGO,
9493 false ) ) {
9494 vehicle *const veh = &vp->vehicle();
9495 const int cargo = vp->part_index();
9496 vehicle_stack vehicle_items = veh->get_items( cargo );
9497 warm( vehicle_items );
9498 }
9499 return item_warmth;
9500 }
9501 map_stack floor_items = here.i_at( pos );
9502 warm( floor_items );
9503 return item_warmth;
9504}
A vehicle as a whole with all its components.
Definition: vehicle.h:676
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:252
vehicle_stack get_items(int part) const
Definition: vehicle.cpp:5470
@ VPFLAG_CARGO
Definition: veh_type.h:62

References bp_leg_l, bp_leg_r, bp_torso, vehicle::get_items(), get_map(), map::i_at(), optional_vpart_position::part_with_feature(), pos(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by floor_warmth().

◆ floor_warmth()

int Character::floor_warmth ( const tripoint pos) const

Final warmth from the floor.

Definition at line 9506 of file character.cpp.

9507{
9508 const int item_warmth = floor_item_warmth( pos );
9509 int bedding_warmth = floor_bedding_warmth( pos );
9510
9511 // If the PC has fur, etc, that will apply too
9512 int floor_mut_warmth = bodytemp_modifier_traits_floor();
9513 // DOWN does not provide floor insulation, though.
9514 // Better-than-light fur or being in one's shell does.
9515 if( ( !( has_trait( trait_DOWN ) ) ) && ( floor_mut_warmth >= 200 ) ) {
9516 bedding_warmth = std::max( 0, bedding_warmth );
9517 }
9518 return ( item_warmth + bedding_warmth + floor_mut_warmth );
9519}
static const trait_id trait_DOWN("DOWN")
static int floor_item_warmth(const tripoint &pos)
Warmth from clothing on the floor.
Definition: character.cpp:9471
int bodytemp_modifier_traits_floor() const
Correction factor of the body temperature due to traits and mutations for player lying on the floor.
Definition: character.cpp:9530

References bodytemp_modifier_traits_floor(), floor_bedding_warmth(), floor_item_warmth(), has_trait(), pos(), and trait_DOWN.

Referenced by update_bodytemp().

◆ footwear_factor()

double Character::footwear_factor ( ) const

Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.

Definition at line 8912 of file character.cpp.

8913{
8914 double ret = 0;
8915 if( wearing_something_on( bodypart_id( "foot_l" ) ) ) {
8916 ret += .5;
8917 }
8918 if( wearing_something_on( bodypart_id( "foot_r" ) ) ) {
8919 ret += .5;
8920 }
8921 return ret;
8922}

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by is_immune_effect(), game::knockback(), rooted(), run_cost(), and game::walk_move().

◆ forced_dismount()

void Character::forced_dismount ( )

Definition at line 1077 of file character.cpp.

1078{
1080 bool mech = false;
1081 if( mounted_creature ) {
1082 auto mon = mounted_creature.get();
1083 if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->type->mech_weapon.is_empty() ) {
1084 mech = true;
1086 }
1087 mon->mounted_player_id = character_id();
1088 mon->remove_effect( effect_ridden );
1089 mon->add_effect( effect_ai_waiting, 5_turns );
1090 mounted_creature = nullptr;
1091 mon->mounted_player = nullptr;
1092 }
1093 std::vector<tripoint> valid;
1094 for( const tripoint &jk : get_map().points_in_radius( pos(), 1 ) ) {
1095 if( g->is_empty( jk ) ) {
1096 valid.push_back( jk );
1097 }
1098 }
1099 if( !valid.empty() ) {
1100 setpos( random_entry( valid ) );
1101 if( mech ) {
1102 add_msg_player_or_npc( m_bad, _( "You are ejected from your mech!" ),
1103 _( "<npcname> is ejected from their mech!" ) );
1104 } else {
1105 add_msg_player_or_npc( m_bad, _( "You fall off your mount!" ),
1106 _( "<npcname> falls off their mount!" ) );
1107 }
1108 const int dodge = get_dodge();
1109 const int damage = std::max( 0, rng( 1, 20 ) - rng( dodge, dodge * 2 ) );
1110 bodypart_id hit( "num_bp" );
1111 switch( rng( 1, 10 ) ) {
1112 case 1:
1113 if( one_in( 2 ) ) {
1114 hit = bodypart_id( "foot_l" );
1115 } else {
1116 hit = bodypart_id( "foot_r" );
1117 }
1118 break;
1119 case 2:
1120 case 3:
1121 case 4:
1122 if( one_in( 2 ) ) {
1123 hit = bodypart_id( "leg_l" );
1124 } else {
1125 hit = bodypart_id( "leg_r" );
1126 }
1127 break;
1128 case 5:
1129 case 6:
1130 case 7:
1131 if( one_in( 2 ) ) {
1132 hit = bodypart_id( "arm_l" );
1133 } else {
1134 hit = bodypart_id( "arm_r" );
1135 }
1136 break;
1137 case 8:
1138 case 9:
1139 hit = bodypart_id( "torso" );
1140 break;
1141 case 10:
1142 hit = bodypart_id( "head" );
1143 break;
1144 }
1145 if( damage > 0 ) {
1146 add_msg_if_player( m_bad, _( "You hurt yourself!" ) );
1147 deal_damage( nullptr, hit, damage_instance( DT_BASH, damage ) );
1148 if( is_avatar() ) {
1149 g->memorial().add(
1150 pgettext( "memorial_male", "Fell off a mount." ),
1151 pgettext( "memorial_female", "Fell off a mount." ) );
1152 }
1154 }
1155 add_effect( effect_downed, 5_turns, num_bp );
1156 } else {
1157 add_msg( m_debug, "Forced_dismount could not find a square to deposit player" );
1158 }
1159 if( is_avatar() ) {
1160 if( g->u.get_grab_type() != OBJECT_NONE ) {
1161 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1162 g->u.grab( OBJECT_NONE );
1163 }
1165 if( g->u.is_auto_moving() || g->u.has_destination() || g->u.has_destination_activity() ) {
1166 g->u.clear_destination();
1167 }
1168 g->update_map( g->u );
1169 }
1170 if( activity ) {
1172 }
1173 moves -= 150;
1174}
static const efftype_id effect_downed("downed")
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8440
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1872

References _, Creature::add_msg_player_or_npc(), character_id, effect_ai_waiting, effect_ridden, effect_riding, g, get_dodge(), get_map(), m_bad, MF_RIDEABLE_MECH, mounted_creature, points_in_radius(), pos(), random_entry(), Creature::remove_effect(), visitable< Character >::remove_item(), rng(), setpos(), and weapon.

Referenced by Creature::add_effect(), check_mount_is_spooked(), monster::die(), and monster::setpos().

◆ fuel_bionic_with()

bool Character::fuel_bionic_with ( item it)

Definition at line 1335 of file consumption.cpp.

1336{
1337 if( !can_fuel_bionic_with( it ) ) {
1338 return false;
1339 }
1340
1342 const std::string str_loaded = get_value( it.typeId().str() );
1343
1344 const int fuel_multiplier = get_bionic_state( bio ).info().fuel_multiplier;
1345
1346 int loadable = std::min( it.charges * fuel_multiplier, get_fuel_capacity( it.typeId() ) );
1347 int loaded = 0;
1348
1349 if( !str_loaded.empty() ) {
1350 loaded = std::stoi( str_loaded );
1351 }
1352
1353 const std::string new_charge = std::to_string( loadable + loaded );
1354
1355 loadable = std::ceil( loadable / fuel_multiplier );
1356 it.charges -= loadable;
1357 // Type and amount of fuel
1358 set_value( it.typeId().str(), new_charge );
1361 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1362 vgettext( "You load %1$i charge of %2$s in your %3$s.",
1363 "You load %1$i charges of %2$s in your %3$s.", loadable ),
1364 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1365 vgettext( "<npcname> load %1$i charge of %2$s in their %3$s.",
1366 "<npcname> load %1$i charges of %2$s in their %3$s.", loadable ), loadable, it.tname(), bio->name );
1367 mod_moves( -250 );
1368 return true;
1369}
bionic_id get_most_efficient_bionic(const std::vector< bionic_id > &bids) const
Return bionic_id of bionic of most fuel efficient bionic.
Definition: character.cpp:1880
bool can_fuel_bionic_with(const item &it) const
Returns true if the character can fuel a bionic with the item.
Definition: character.cpp:1838
int get_fuel_capacity(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2023
int fuel_multiplier
Multiplies the amount of fuel when loading into the bionic storage.
Definition: bionics.h:73

References Creature::add_msg_player_or_npc(), can_fuel_bionic_with(), item::charges, bionic_data::fuel_multiplier, get_bionic_fueled_with(), get_bionic_state(), get_fuel_capacity(), get_most_efficient_bionic(), Creature::get_value(), bionic::info(), m_info, Creature::mod_moves(), bionic_data::name, Creature::set_value(), string_id< T >::str(), item::tname(), to_string(), item::typeId(), update_fuel_storage(), and vgettext().

Referenced by consume_item().

◆ fun_for()

std::pair< int, int > Character::fun_for ( const item comest) const

Handles the enjoyability value for a comestible.

First value is enjoyability, second is cap.

Definition at line 470 of file consumption.cpp.

471{
472 if( !comest.is_comestible() ) {
473 return std::pair<int, int>( 0, 0 );
474 }
475
476 // As float to avoid rounding too many times
477 float fun = comest.get_comestible_fun();
478 float fun_max;
479
480 // Lupines/Felines like dog/cat food. Won't skip the rotting check.
481 // This is specifically so that Lupines/Felines don't get the harsher
482 // morale penalties from rotting cat/dog food.
483 if( ( comest.has_flag( flag_LUPINE ) && has_trait( trait_THRESH_LUPINE ) ) ||
484 ( comest.has_flag( flag_FELINE ) && has_trait( trait_THRESH_FELINE ) ) ) {
485 if( fun < 0 ) {
486 fun = -fun / 2;
487 }
488 }
489
490 const float relative_rot = comest.get_relative_rot();
491
492 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) && !has_trait( trait_SAPROVORE ) ) {
493 // Rotten food should be pretty disgusting.
494 // Baseline minumum is the same as eating raw meat as a normal human being.
495 fun = std::min( fun - 5, -10.0f );
496 fun_max = fun * 6;
497 } else {
498 // Food is less enjoyable when eaten too often.
499 if( fun > 0 || comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
500 for( const consumption_event &event : consumption_history->elems ) {
501 if( event.time > calendar::turn - 2_days && event.type_id == comest.typeId() &&
502 event.component_hash == comest.make_component_hash() ) {
503 fun -= comest.get_comestible()->monotony_penalty;
504 // This effect can't drop fun below 0, unless the food has the right flag.
505 // 0 is the lowest we'll go, no need to keep looping.
506 if( fun <= 0 && !comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
507 fun = 0;
508 break;
509 }
510 }
511 }
512 }
513
514 fun_max = fun < 0 ? fun * 6 : fun * 3;
515
516 // I'd assume since gourmands are just big eaters they still can't stand rotten food.
517 if( has_trait( trait_GOURMAND ) ) {
518 if( fun < -1 ) {
519 fun_max = fun;
520 fun /= 2;
521 } else if( fun > 0 ) {
522 fun_max *= 3;
523 fun = fun * 3 / 2;
524 }
525 }
526 }
527
528 return { static_cast< int >( fun ), static_cast< int >( fun_max ) };
529}
uint64_t make_component_hash() const
Creates a hash from the itype_ids of this item's components.
Definition: item.cpp:8918
int get_comestible_fun() const
Definition: item.cpp:5482
static const std::string flag_NEGATIVE_MONOTONY_OK("NEGATIVE_MONOTONY_OK")
time_point time
Definition: consumption.h:15
uint64_t component_hash
Definition: consumption.h:17
itype_id type_id
Definition: consumption.h:16

References consumption_event::component_hash, consumption_history, flag_FELINE(), flag_LUPINE(), flag_NEGATIVE_MONOTONY_OK(), item::get_comestible(), item::get_comestible_fun(), item::get_relative_rot(), item::has_flag(), has_trait(), item::is_comestible(), item::make_component_hash(), consumption_event::time, trait_GOURMAND, trait_SAPROPHAGE, trait_SAPROVORE, trait_THRESH_FELINE, trait_THRESH_LUPINE, calendar::turn, consumption_event::type_id, and item::typeId().

Referenced by comestible_inventory_preset::comestible_inventory_preset(), find_auto_consume(), item::food_info(), and modify_morale().

◆ get_acquirable_energy() [1/2]

int Character::get_acquirable_energy ( const item it) const

Definition at line 1430 of file consumption.cpp.

1431{
1433}

References get_acquirable_energy(), and get_cbm_rechargeable_with().

◆ get_acquirable_energy() [2/2]

int Character::get_acquirable_energy ( const item it,
rechargeable_cbm  cbm 
) const

Definition at line 1384 of file consumption.cpp.

1385{
1386 switch( cbm ) {
1388 break;
1389
1391 if( it.charges > 0 ) {
1392 const auto iter = plut_charges.find( it.typeId() );
1393 return iter != plut_charges.end() ? it.charges * iter->second : 0;
1394 }
1395
1396 break;
1397
1399 units::volume consumed_vol = it.volume();
1400 units::mass consumed_mass = it.weight();
1402 const double n_stacks = static_cast<double>( it.charges_per_volume( furnace_max_volume ) ) /
1403 it.type->stack_size;
1404 consumed_vol = it.type->volume * n_stacks;
1405 // it.type->weight is in 10g units?
1406 consumed_mass = it.type->weight * 10 * n_stacks;
1407 }
1408 int amount = ( consumed_vol / 250_ml + consumed_mass / 1_gram ) / 9;
1409
1410 // TODO: JSONize.
1411 if( it.made_of( material_id( "leather" ) ) ) {
1412 amount /= 4;
1413 }
1414 if( it.made_of( material_id( "wood" ) ) ) {
1415 amount /= 2;
1416 }
1417
1418 return amount;
1419 }
1422 const int to_consume = std::min( it.charges, bid->fuel_capacity );
1423 const int to_charge = static_cast<int>( it.fuel_energy() * to_consume * bid->fuel_efficiency );
1424 return to_charge;
1425 }
1426
1427 return 0;
1428}
const std::map< itype_id, int > plut_charges
int fuel_capacity
How much fuel this bionic can hold.
Definition: bionics.h:69
units::mass weight
Weight of item ( or each stack member )
Definition: itype.h:965
int stack_size
Number of items per above volume for count_by_charges items.
Definition: itype.h:982
units::volume volume
Space occupied by items of this type CAUTION: value given is for a default-sized stack.
Definition: itype.h:974

References item::charges, item::charges_per_volume(), item::count_by_charges(), bionic_data::fuel_capacity, bionic_data::fuel_efficiency, item::fuel_energy(), furnace, furnace_max_volume, get_bionic_fueled_with(), get_most_efficient_bionic(), item::made_of(), none, other, plut_charges, reactor, itype::stack_size, item::type, item::typeId(), item::volume(), itype::volume, item::weight(), and itype::weight.

Referenced by feed_furnace_with(), and get_acquirable_energy().

◆ get_all_armor_type()

std::map< bodypart_id, int > Character::get_all_armor_type ( damage_type  dt,
const std::map< bodypart_id, std::vector< const item * > > &  clothing_map 
) const

Definition at line 6900 of file character.cpp.

6902{
6903 std::map<bodypart_id, int> ret;
6904 for( const bodypart_id &bp : get_all_body_parts() ) {
6905 ret.emplace( bp, 0 );
6906 }
6907
6908 for( std::pair<const bodypart_id, int> &per_bp : ret ) {
6909 const bodypart_id &bp = per_bp.first;
6910 switch( dt ) {
6911 case DT_TRUE:
6912 case DT_BIOLOGICAL:
6913 // Characters cannot resist this
6914 return ret;
6915 /* BASH, CUT, STAB, and BULLET don't benefit from the clothing_map optimization */
6916 // TODO: Fix that
6917 case DT_BASH:
6918 per_bp.second += get_armor_bash( bp );
6919 break;
6920 case DT_CUT:
6921 per_bp.second += get_armor_cut( bp );
6922 break;
6923 case DT_STAB:
6924 per_bp.second += get_armor_cut( bp ) * 0.8f;
6925 break;
6926 case DT_BULLET:
6927 per_bp.second += get_armor_bullet( bp );
6928 break;
6929 case DT_ACID:
6930 case DT_HEAT:
6931 case DT_COLD:
6932 case DT_ELECTRIC: {
6933 for( const item *it : clothing_map.at( bp ) ) {
6934 per_bp.second += it->damage_resist( dt );
6935 }
6936
6937 per_bp.second += mutation_armor( bp, dt );
6938 break;
6939 }
6940 case DT_NULL:
6941 case NUM_DT:
6942 debugmsg( "Invalid damage type: %d", dt );
6943 return ret;
6944 }
6945 }
6946
6947 return ret;
6948}
int get_armor_cut(bodypart_id bp) const override
Returns overall cutting resistance for the body_part.
Definition: character.cpp:6851
int get_armor_bullet(bodypart_id bp) const override
Returns overall bullet resistance for the body_part.
Definition: character.cpp:6856
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6846
resistances mutation_armor(bodypart_id bp) const
Returns resistances on a body part provided by mutations.
Definition: character.cpp:6411
@ DT_TRUE
Definition: damage.h:22
@ DT_NULL
Definition: damage.h:21
@ NUM_DT
Definition: damage.h:32
@ DT_BIOLOGICAL
Definition: damage.h:23

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, Creature::get_all_body_parts(), get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, and cata::hash64_detail::ret.

Referenced by get_armor_fire().

◆ get_all_skills()

const SkillLevelMap & Character::get_all_skills ( ) const

Definition at line 3320 of file character.cpp.

3321{
3322 return *_skills;
3323}

References _skills.

Referenced by player::has_recipe_requirements(), lighting_crafting_speed_multiplier(), set_skills(), and memorial_logger::write().

◆ get_armor_acid()

int Character::get_armor_acid ( bodypart_id  bp) const

Returns overall acid resistance for the body part.

Definition at line 7031 of file character.cpp.

7032{
7033 return get_armor_type( DT_ACID, bp );
7034}
int get_armor_type(damage_type dt, bodypart_id bp) const override
Returns overall resistance to given type on the bod part.
Definition: character.cpp:6862

References DT_ACID, and get_armor_type().

◆ get_armor_bash()

int Character::get_armor_bash ( bodypart_id  bp) const
overridevirtual

Returns overall bashing resistance for the body_part.

Reimplemented from Creature.

Definition at line 6846 of file character.cpp.

6847{
6849}
int get_armor_bash_base(bodypart_id bp) const override
Returns bashing resistance from the creature and armor only.
Definition: character.cpp:6950
int armor_bash_bonus
Definition: creature.h:828

References Creature::armor_bash_bonus, and get_armor_bash_base().

Referenced by get_all_armor_type(), get_armor_type(), game::get_dangerous_tile(), and game::place_player().

◆ get_armor_bash_base()

int Character::get_armor_bash_base ( bodypart_id  bp) const
overridevirtual

Returns bashing resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 6950 of file character.cpp.

6951{
6952 int ret = 0;
6953 for( auto &i : worn ) {
6954 if( i.covers( bp->token ) ) {
6955 ret += i.bash_resist();
6956 }
6957 }
6958 for( const bionic_id &bid : get_bionics() ) {
6959 const auto bash_prot = bid->bash_protec.find( bp.id() );
6960 if( bash_prot != bid->bash_protec.end() ) {
6961 ret += bash_prot->second;
6962 }
6963 }
6964
6965 ret += mutation_armor( bp, DT_BASH );
6966 return ret;
6967}

References DT_BASH, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bash().

◆ get_armor_bullet()

int Character::get_armor_bullet ( bodypart_id  bp) const
overridevirtual

Returns overall bullet resistance for the body_part.

Reimplemented from Creature.

Definition at line 6856 of file character.cpp.

6857{
6859}
int get_armor_bullet_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:6988
int armor_bullet_bonus
Definition: creature.h:830

References Creature::armor_bullet_bonus, and get_armor_bullet_base().

Referenced by get_all_armor_type(), and get_armor_type().

◆ get_armor_bullet_base()

int Character::get_armor_bullet_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 6988 of file character.cpp.

6989{
6990 int ret = 0;
6991 for( auto &i : worn ) {
6992 if( i.covers( bp->token ) ) {
6993 ret += i.bullet_resist();
6994 }
6995 }
6996
6997 for( const bionic_id &bid : get_bionics() ) {
6998 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
6999 if( bullet_prot != bid->bullet_protec.end() ) {
7000 ret += bullet_prot->second;
7001 }
7002 }
7003
7004 ret += mutation_armor( bp, DT_BULLET );
7005 return ret;
7006}

References DT_BULLET, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bullet().

◆ get_armor_cut()

int Character::get_armor_cut ( bodypart_id  bp) const
overridevirtual

Returns overall cutting resistance for the body_part.

Reimplemented from Creature.

Definition at line 6851 of file character.cpp.

6852{
6853 return get_armor_cut_base( bp ) + armor_cut_bonus;
6854}
int get_armor_cut_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:6969
int armor_cut_bonus
Definition: creature.h:829

References Creature::armor_cut_bonus, and get_armor_cut_base().

Referenced by get_all_armor_type(), get_armor_type(), and map::player_in_field().

◆ get_armor_cut_base()

int Character::get_armor_cut_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 6969 of file character.cpp.

6970{
6971 int ret = 0;
6972 for( auto &i : worn ) {
6973 if( i.covers( bp->token ) ) {
6974 ret += i.cut_resist();
6975 }
6976 }
6977 for( const bionic_id &bid : get_bionics() ) {
6978 const auto cut_prot = bid->cut_protec.find( bp.id() );
6979 if( cut_prot != bid->cut_protec.end() ) {
6980 ret += cut_prot->second;
6981 }
6982 }
6983
6984 ret += mutation_armor( bp, DT_CUT );
6985 return ret;
6986}

References DT_CUT, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_cut().

◆ get_armor_fire()

std::map< bodypart_id, int > Character::get_armor_fire ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns overall fire resistance.

Definition at line 8228 of file character.cpp.

8230{
8231 return get_all_armor_type( DT_HEAT, clothing_map );
8232}
std::map< bodypart_id, int > get_all_armor_type(damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Definition: character.cpp:6900

References DT_HEAT, and get_all_armor_type().

Referenced by update_bodytemp().

◆ get_armor_type()

int Character::get_armor_type ( damage_type  dt,
bodypart_id  bp 
) const
overridevirtual

Returns overall resistance to given type on the bod part.

Implements Creature.

Definition at line 6862 of file character.cpp.

6863{
6864 switch( dt ) {
6865 case DT_TRUE:
6866 case DT_BIOLOGICAL:
6867 return 0;
6868 case DT_BASH:
6869 return get_armor_bash( bp );
6870 case DT_CUT:
6871 return get_armor_cut( bp );
6872 case DT_STAB:
6873 return get_armor_cut( bp ) * 0.8f;
6874 case DT_BULLET:
6875 return get_armor_bullet( bp );
6876 case DT_ACID:
6877 case DT_HEAT:
6878 case DT_COLD:
6879 case DT_ELECTRIC: {
6880 int ret = 0;
6881 for( auto &i : worn ) {
6882 if( i.covers( bp->token ) ) {
6883 ret += i.damage_resist( dt );
6884 }
6885 }
6886
6887 ret += mutation_armor( bp, dt );
6888 return ret;
6889 }
6890 case DT_NULL:
6891 case NUM_DT:
6892 // Let it error below
6893 break;
6894 }
6895
6896 debugmsg( "Invalid damage type: %d", dt );
6897 return 0;
6898}

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, cata::hash64_detail::ret, and worn.

Referenced by map::burn_body_part(), get_armor_acid(), and is_immune_field().

◆ get_auto_move_route()

std::vector< tripoint > & Character::get_auto_move_route ( )

Definition at line 10508 of file character.cpp.

10509{
10510 return auto_move_route;
10511}

References auto_move_route.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), npc::move(), and npc::move_to().

◆ get_base_traits()

std::vector< trait_id > Character::get_base_traits ( ) const

Get the idents of all base traits.

Definition at line 2852 of file newcharacter.cpp.

2853{
2854 return std::vector<trait_id>( my_traits.begin(), my_traits.end() );
2855}

References my_traits.

Referenced by avatar::create(), and set_description().

◆ get_bionic_fueled_with()

std::vector< bionic_id > Character::get_bionic_fueled_with ( const item it) const

Return bionic_id of bionics able to use it as fuel.

Definition at line 1854 of file character.cpp.

1855{
1856 std::vector<bionic_id> bionics;
1857
1858 for( const bionic_id &bid : get_bionics() ) {
1859 for( const itype_id &fuel : bid->fuel_opts ) {
1860 if( fuel == it.typeId() ) {
1861 bionics.emplace_back( bid );
1862 }
1863 }
1864 }
1865
1866 return bionics;
1867}

References get_bionics(), and item::typeId().

Referenced by burn_move_stamina(), fuel_bionic_with(), get_acquirable_energy(), game::on_move_effects(), reset_remote_fuel(), and update_fuel_storage().

◆ get_bionic_state()

bionic & Character::get_bionic_state ( const bionic_id id)

Get state of bionic with given id.

Definition at line 1792 of file character.cpp.

1793{
1794 for( bionic &b : *my_bionics ) {
1795 if( id == b.id ) {
1796 return b;
1797 }
1798 }
1799 debugmsg( "tried to get state of non-existent bionic with id \"%s\"", id );
1800 std::abort();
1801}

References b, debugmsg, and my_bionics.

Referenced by absorb_hit(), npc::activate_bionic_by_id(), npc::check_or_reload_cbm(), npc::deactivate_bionic_by_id(), fuel_bionic_with(), suffer_from_radiation(), and npc::use_bionic_by_id().

◆ get_bionics()

◆ get_cbm_rechargeable_with()

rechargeable_cbm Character::get_cbm_rechargeable_with ( const item it) const

Definition at line 1371 of file consumption.cpp.

1372{
1373 if( can_feed_furnace_with( it ) ) {
1375 }
1376
1377 if( can_fuel_bionic_with( it ) ) {
1379 }
1380
1382}

References can_feed_furnace_with(), can_fuel_bionic_with(), furnace, none, and other.

Referenced by can_consume_for_bionic(), and get_acquirable_energy().

◆ get_check_encumbrance()

bool Character::get_check_encumbrance ( )
inline

Definition at line 2013 of file character.h.

2013 {
2014 return check_encumbrance;
2015 }

References check_encumbrance.

Referenced by process_items().

◆ get_consumable_from()

item & Character::get_consumable_from ( item it) const

Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise.

WARNING: consumable does not necessarily guarantee the comestible type.

Definition at line 1460 of file consumption.cpp.

1461{
1462 if( !it.is_container_empty() && can_consume_as_is( it.contents.front() ) ) {
1463 return it.contents.front();
1464 } else if( can_consume_as_is( it ) ) {
1465 return it;
1466 }
1467
1468 static item null_comestible;
1469 // Since it's not const.
1470 null_comestible = item();
1471 return null_comestible;
1472}

References can_consume_as_is(), item::contents, item_contents::front(), and item::is_container_empty().

Referenced by consume_item(), and find_auto_consume().

◆ get_dependent_worn_items()

std::list< item * > Character::get_dependent_worn_items ( const item it) const

Returns all items that must be taken off before taking off this item.

Definition at line 2413 of file character.cpp.

2414{
2415 std::list<item *> dependent;
2416 // Adds dependent worn items recursively
2417 const std::function<void( const item &it )> add_dependent = [&]( const item & it ) {
2418 for( const item &wit : worn ) {
2419 if( &wit == &it || !wit.is_worn_only_with( it ) ) {
2420 continue;
2421 }
2422 const auto iter = std::find_if( dependent.begin(), dependent.end(),
2423 [&wit]( const item * dit ) {
2424 return &wit == dit;
2425 } );
2426 if( iter == dependent.end() ) { // Not in the list yet
2427 add_dependent( wit );
2428 dependent.push_back( const_cast<item *>( & wit ) );
2429 }
2430 }
2431 };
2432
2433 if( is_worn( it ) ) {
2434 add_dependent( it );
2435 }
2436
2437 return dependent;
2438}

References is_worn(), item::is_worn_only_with(), and worn.

Referenced by can_takeoff(), and pickup::reorder_for_dropping().

◆ get_destination_activity()

player_activity Character::get_destination_activity ( ) const

Definition at line 954 of file character.cpp.

955{
957}

References destination_activity.

Referenced by has_destination_activity(), has_distant_destination(), and start_destination_activity().

◆ get_dex()

◆ get_dex_base()

int Character::get_dex_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4094 of file character.cpp.

4095{
4096 return dex_max;
4097}

References dex_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_dex(), and avatar::get_dex_base().

◆ get_dex_bonus()

int Character::get_dex_bonus ( ) const
virtual

Definition at line 4111 of file character.cpp.

4112{
4113 return dex_bonus;
4114}

References dex_bonus.

Referenced by reset_stats().

◆ get_dodge()

float Character::get_dodge ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 838 of file melee.cpp.

839{
840 //If we're asleep or busy we can't dodge
842 return 0.0f;
843 }
844
845 float ret = Creature::get_dodge();
846 // Chop in half if we are unable to move
849 ret /= 2;
850 }
851
852 if( has_effect( effect_grabbed ) ) {
853 int zed_number = 0;
854 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
855 const monster *const mon = g->critter_at<monster>( dest );
856 if( mon && mon->has_effect( effect_grabbing ) ) {
857 zed_number++;
858 }
859 }
860 ret *= 1.0f - ( 0.25f * zed_number );
861 }
862
863 if( worn_with_flag( "ROLLER_INLINE" ) ||
864 worn_with_flag( "ROLLER_QUAD" ) ||
865 worn_with_flag( "ROLLER_ONE" ) ) {
866 ret /= has_trait( trait_PROF_SKATER ) ? 2 : 5;
867 }
868
870 ret /= 4;
871 }
872
873 // Each dodge after the first subtracts equivalent of 2 points of dodge skill
874 if( dodges_left <= 0 ) {
875 ret += dodges_left * 2 - 2;
876 }
877
878 return std::max( 0.0f, ret );
879}
int dodges_left
Definition: character.h:569
virtual float get_dodge() const
Definition: creature.cpp:1529
static const efftype_id effect_lightsnare("lightsnare")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_bouldering("bouldering")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_heavysnare("heavysnare")
static const trait_id trait_PROF_SKATER("PROF_SKATER")

References dodges_left, effect_beartrap, effect_bouldering, effect_grabbed, effect_grabbing, effect_heavysnare, effect_lightsnare, effect_narcosis, g, Creature::get_dodge(), Creature::has_effect(), has_trait(), in_sleep_state(), pos(), cata::hash64_detail::ret, trait_PROF_SKATER, and worn_with_flag().

Referenced by npc::character_danger(), trapfunc::crossbow(), dodge_roll(), draw_skills_tab(), forced_dismount(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), mattack::science(), trapfunc::shotgun(), and game::update_stair_monsters().

◆ get_dodge_base()

float Character::get_dodge_base ( ) const
overridevirtual

Combat getters.

Dexterity increases dodge base Dodge increases dodge_base

Implements Creature.

Definition at line 5721 of file character.cpp.

5722{
5723 /** @EFFECT_DEX increases dodge base */
5724 /** @EFFECT_DODGE increases dodge_base */
5725 return get_dex() / 2.0f + get_skill_level( skill_dodge );
5726}

References get_dex(), get_skill_level(), and skill_dodge.

◆ get_effective_efficiency()

float Character::get_effective_efficiency ( bionic bio,
float  fuel_efficiency 
)

Applies modifier to fuel_efficiency and returns the resulting efficiency.

Definition at line 1551 of file bionics.cpp.

1552{
1553 const std::optional<float> &coverage_penalty = bio.info().coverage_power_gen_penalty;
1554 float effective_efficiency = fuel_efficiency;
1555 if( coverage_penalty ) {
1556 int coverage = 0;
1557 const std::map< bodypart_str_id, int > &occupied_bodyparts = bio.info().occupied_bodyparts;
1558 for( const std::pair< const bodypart_str_id, int > &elem : occupied_bodyparts ) {
1559 for( const item &i : worn ) {
1560 if( i.covers( elem.first->token ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
1561 !i.has_flag( flag_SEMITANGIBLE ) &&
1562 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
1563 coverage += i.get_coverage();
1564 }
1565 }
1566 }
1567 effective_efficiency = fuel_efficiency * ( 1.0 - ( coverage / ( 100.0 *
1568 occupied_bodyparts.size() ) )
1569 * coverage_penalty.value() );
1570 }
1571 return effective_efficiency;
1572}
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const std::string flag_AURA("AURA")
static const std::string flag_PERSONAL("PERSONAL")
std::optional< float > coverage_power_gen_penalty
Fraction of coverage diminishing fuel_efficiency.
Definition: bionics.h:77

References bionic_data::coverage_power_gen_penalty, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), bionic::info(), bionic_data::occupied_bodyparts, and worn.

Referenced by burn_fuel(), and passive_power_gen().

◆ get_encumbrance() [1/2]

char_encumbrance_data Character::get_encumbrance ( ) const

Get encumbrance for all body parts.

Definition at line 3689 of file character.cpp.

3690{
3691 return *encumbrance_cache;
3692}

References encumbrance_cache.

Referenced by item::on_wear(), character_display::print_encumbrance(), and should_combine_bps().

◆ get_encumbrance() [2/2]

char_encumbrance_data Character::get_encumbrance ( const item new_item) const

Get encumbrance for all body parts as if new_item was also worn.

Definition at line 3694 of file character.cpp.

3695{
3696 return calc_encumbrance( new_item );
3697}

References calc_encumbrance().

◆ get_env_resist()

int Character::get_env_resist ( bodypart_id  bp) const
overridevirtual

Returns overall env_resist on a body_part.

Reimplemented from Creature.

Definition at line 7008 of file character.cpp.

7009{
7010 int ret = 0;
7011 for( auto &i : worn ) {
7012 // Head protection works on eyes too (e.g. baseball cap)
7013 if( i.covers( bp->token ) || ( bp == bodypart_id( "eyes" ) && i.covers( bp_head ) ) ) {
7014 ret += i.get_env_resist();
7015 }
7016 }
7017
7018 for( const bionic_id &bid : get_bionics() ) {
7019 const auto EP = bid->env_protec.find( bp.id() );
7020 if( ( !bid->activated || has_active_bionic( bid ) ) && EP != bid->env_protec.end() ) {
7021 ret += EP->second;
7022 }
7023 }
7024
7025 if( bp == bodypart_id( "eyes" ) && has_trait( trait_SEESLEEP ) ) {
7026 ret += 8;
7027 }
7028 return ret;
7029}
static const trait_id trait_SEESLEEP("SEESLEEP")

References bp_head, get_bionics(), has_active_bionic(), has_trait(), int_id< T >::id(), cata::hash64_detail::ret, trait_SEESLEEP, and worn.

Referenced by iexamine::flower_poppy(), is_immune_field(), and map::player_in_field().

◆ get_faction()

virtual faction * Character::get_faction ( ) const
inlinevirtual

Reimplemented in avatar, and npc.

Definition at line 368 of file character.h.

368 {
369 return nullptr;
370 }

Referenced by complete_craft(), npc::consume_food_from_camp(), basecamp::faction_display(), and npc::has_faction_relationship().

◆ get_fatigue()

◆ get_fatigue_description()

std::pair< std::string, nc_color > Character::get_fatigue_description ( ) const

Definition at line 4405 of file character.cpp.

4406{
4407 int fatigue = get_fatigue();
4408 std::string fatigue_string;
4409 nc_color fatigue_color = c_white;
4411 fatigue_color = c_red;
4412 fatigue_string = _( "Exhausted" );
4413 } else if( fatigue > fatigue_levels::dead_tired ) {
4414 fatigue_color = c_light_red;
4415 fatigue_string = _( "Dead Tired" );
4416 } else if( fatigue > fatigue_levels::tired ) {
4417 fatigue_color = c_yellow;
4418 fatigue_string = _( "Tired" );
4419 }
4420 return std::make_pair( fatigue_string, fatigue_color );
4421}

References _, c_light_red, c_red, c_white, c_yellow, dead_tired, exhausted, fatigue, get_fatigue(), and tired.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), spell::energy_cur_string(), npc::faction_display(), and get_consume_needs_hint().

◆ get_free_bionics_slots()

int Character::get_free_bionics_slots ( const bodypart_id bp) const

Definition at line 2629 of file bionics.cpp.

2630{
2632}
int get_total_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2624
int get_used_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2596

References get_total_bionics_slots(), and get_used_bionics_slots().

Referenced by bionic_installation_issues(), and show_bionics_ui().

◆ get_fuel_available()

std::vector< itype_id > Character::get_fuel_available ( const bionic_id bio) const

Return list of available fuel for this bionic.

Definition at line 2002 of file character.cpp.

2003{
2004 std::vector<itype_id> stored_fuels;
2005 for( const itype_id &fuel : bio->fuel_opts ) {
2006 const item tmp_fuel( fuel );
2007 if( !get_value( fuel.str() ).empty() || tmp_fuel.has_flag( flag_PERPETUAL ) ) {
2008 stored_fuels.emplace_back( fuel );
2009 }
2010 }
2011 return stored_fuels;
2012}
static const std::string flag_PERPETUAL("PERPETUAL")

References flag_PERPETUAL(), bionic_data::fuel_opts, Creature::get_value(), item::has_flag(), and string_id< T >::str().

Referenced by burn_fuel(), draw_bionics_titlebar(), passive_power_gen(), process_bionic(), and npc::recharge_cbm().

◆ get_fuel_capacity()

int Character::get_fuel_capacity ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2023 of file character.cpp.

2024{
2025 int amount_stored = 0;
2026 if( !get_value( fuel.str() ).empty() ) {
2027 amount_stored = std::stoi( get_value( fuel.str() ) );
2028 }
2029 int capacity = 0;
2030 for( const bionic_id &bid : get_bionics() ) {
2031 for( const itype_id &fl : bid->fuel_opts ) {
2032 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2033 if( fl == fuel ) {
2034 capacity += bid->fuel_capacity;
2035 }
2036 }
2037 }
2038 }
2039 return capacity - amount_stored;
2040}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by fuel_bionic_with().

◆ get_fuel_type_available()

int Character::get_fuel_type_available ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2014 of file character.cpp.

2015{
2016 int amount_stored = 0;
2017 if( !get_value( fuel.str() ).empty() ) {
2018 amount_stored = std::stoi( get_value( fuel.str() ) );
2019 }
2020 return amount_stored;
2021}

References Creature::get_value(), and string_id< T >::str().

Referenced by suffer_from_radiation().

◆ get_fueled_bionics()

std::vector< bionic_id > Character::get_fueled_bionics ( ) const

Return bionic_id of fueled bionics.

Definition at line 1869 of file character.cpp.

1870{
1871 std::vector<bionic_id> bionics;
1872 for( const bionic_id &bid : get_bionics() ) {
1873 if( !bid->fuel_opts.empty() ) {
1874 bionics.emplace_back( bid );
1875 }
1876 }
1877 return bionics;
1878}

References get_bionics().

Referenced by npc::recharge_cbm(), and npc::wants_to_recharge_cbm().

◆ get_grammatical_genders()

std::vector< std::string > Character::get_grammatical_genders ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 5986 of file character.cpp.

5987{
5988 if( male ) {
5989 return { "m" };
5990 } else {
5991 return { "f" };
5992 }
5993}

References male.

Referenced by translate_gendered_line().

◆ get_healthy()

int Character::get_healthy ( ) const
virtual

Getters for health values exclusive to characters.

Definition at line 4150 of file character.cpp.

4151{
4152 return healthy;
4153}

References healthy.

Referenced by debug_menu::character_edit_menu(), eff_fun_fungus(), eff_fun_spores(), expose_to_disease(), hardcoded_effects(), healing_rate(), healing_rate_medicine(), mend(), print_health(), process_one_effect(), and update_health().

◆ get_healthy_mod()

int Character::get_healthy_mod ( ) const
virtual

Definition at line 4154 of file character.cpp.

4155{
4156 return healthy_mod;
4157}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), process_one_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ get_highest_category()

std::string Character::get_highest_category ( ) const

Returns the highest mutation category.

Returns the mutation category with the highest strength.

Definition at line 7818 of file character.cpp.

7819{
7820 int iLevel = 0;
7821 std::string sMaxCat;
7822
7823 for( const std::pair<const std::string, int> &elem : mutation_category_level ) {
7824 if( elem.second > iLevel ) {
7825 sMaxCat = elem.first;
7826 iLevel = elem.second;
7827 } else if( elem.second == iLevel ) {
7828 sMaxCat.clear(); // no category on ties
7829 }
7830 }
7831 return sMaxCat;
7832}
std::map< std::string, int > mutation_category_level
Definition: character.h:1774

References mutation_category_level.

Referenced by hardcoded_effects(), old_mutate(), map::player_in_field(), and test_crossing_threshold().

◆ get_hit_base()

float Character::get_hit_base ( ) const
overridevirtual
Dexterity increases hit base, slightly

Implements Creature.

Definition at line 5727 of file character.cpp.

5728{
5729 /** @EFFECT_DEX increases hit base, slightly */
5730 return get_dex() / 4.0f;
5731}

References get_dex().

Referenced by get_melee_hit_base().

◆ get_hit_weapon()

float Character::get_hit_weapon ( const item weap) const

Gets melee accuracy component from weapon+skills.

Unarmed improves hit chance for unarmed weapons Bashing improves hit chance for bashing weapons Cutting improves hit chance for cutting weapons Stabbing improves hit chance for piercing weapons Melee improves hit chance for all items (including non-weapons)

Definition at line 306 of file melee.cpp.

307{
308 /** @EFFECT_UNARMED improves hit chance for unarmed weapons */
309 /** @EFFECT_BASHING improves hit chance for bashing weapons */
310 /** @EFFECT_CUTTING improves hit chance for cutting weapons */
311 /** @EFFECT_STABBING improves hit chance for piercing weapons */
312 auto skill = get_skill_level( weap.melee_skill() );
313
314 // CQB bionic acts as a lower bound providing item uses a weapon skill
315 if( skill < BIO_CQB_LEVEL && has_active_bionic( bio_cqb ) ) {
316 skill = BIO_CQB_LEVEL;
317 }
318
319 /** @EFFECT_MELEE improves hit chance for all items (including non-weapons) */
320 return ( skill / 3.0f ) + ( get_skill_level( skill_melee ) / 2.0f ) + weap.type->m_to_hit;
321}

References bio_cqb, BIO_CQB_LEVEL, get_skill_level(), has_active_bionic(), itype::m_to_hit, item::melee_skill(), skill_melee, and item::type.

Referenced by item::effective_dps(), and get_melee_hit_base().

◆ get_hostile_creatures()

std::vector< Creature * > Character::get_hostile_creatures ( int  range) const

Get all hostile creatures currently visible to this player.

Definition at line 10211 of file character.cpp.

10212{
10213 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10214 // Fixes circular distance range for ranged attacks
10215 float dist_to_creature = std::round( rl_dist_exact( pos(), critter.pos() ) );
10216 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10217 dist_to_creature <= range && critter.attitude_to( *this ) == A_HOSTILE
10218 && sees( critter );
10219 } );
10220}
virtual Attitude attitude_to(const Creature &other) const =0
Attitude (of this creature) towards another creature.
float rl_dist_exact(const tripoint &loc1, const tripoint &loc2)
Definition: line.cpp:292

References Creature::A_HOSTILE, Creature::attitude_to(), g, Creature::pos(), pos(), rl_dist_exact(), and sees().

◆ get_hunger_description()

std::pair< std::string, nc_color > Character::get_hunger_description ( ) const

Definition at line 4370 of file character.cpp.

4371{
4372 int total_kcal = stored_calories + stomach.get_calories();
4373 int max_kcal = max_stored_kcal();
4374 float days_left = static_cast<float>( total_kcal ) / bmr();
4375 float days_max = static_cast<float>( max_kcal ) / bmr();
4376 std::string hunger_string;
4377 nc_color hunger_color = c_white;
4378 if( days_left >= days_max ) {
4379 hunger_string = _( "Engorged" );
4380 hunger_color = c_green;
4381 } else if( days_max - days_left < 0.5f ) {
4382 hunger_string = _( "Sated" );
4383 hunger_color = c_green;
4384 } else if( days_max - days_left < 1.0f ) {
4385 hunger_string = _( "Hungry" );
4386 hunger_color = c_yellow;
4387 } else if( days_max / days_left < 2.0f ) {
4388 hunger_string = _( "Very Hungry" );
4389 hunger_color = c_yellow;
4390 } else if( days_left > 1 ) {
4391 hunger_string = _( "Famished" );
4392 hunger_color = c_light_red;
4393 } else {
4394 hunger_string = _( "Starving" );
4395 hunger_color = c_red;
4396 }
4397
4398 if( has_trait( trait_SELFAWARE ) ) {
4399 hunger_string = string_format( "%d kcal", total_kcal );
4400 }
4401
4402 return std::make_pair( hunger_string, hunger_color );
4403}
static const trait_id trait_SELFAWARE("SELFAWARE")

References _, bmr(), c_green, c_light_red, c_red, c_white, c_yellow, stomach_contents::get_calories(), has_trait(), max_stored_kcal(), stomach, stored_calories, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_int()

◆ get_int_base()

int Character::get_int_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4102 of file character.cpp.

4103{
4104 return int_max;
4105}

References int_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_int(), and avatar::get_int_base().

◆ get_int_bonus()

int Character::get_int_bonus ( ) const
virtual

Definition at line 4119 of file character.cpp.

4120{
4121 return int_bonus;
4122}

References int_bonus.

Referenced by reset_stats().

◆ get_item_position()

int Character::get_item_position ( const item it) const

Returns the item position (suitable for i_at or similar) of a specific item.

Returns INT_MIN if the item is not found. Note that this may lose some information, for example the returned position is the same when the given item points to the container and when it points to the item inside the container. All items that are part of the same stack have the same item position.

Definition at line 2343 of file character.cpp.

2344{
2345 if( weapon.has_item( *it ) ) {
2346 return -1;
2347 }
2348
2349 int p = 0;
2350 for( const auto &e : worn ) {
2351 if( e.has_item( *it ) ) {
2352 return worn_position_to_index( p );
2353 }
2354 p++;
2355 }
2356
2357 return inv.position_by_item( it );
2358}
static int worn_position_to_index(int position)
Definition: character.h:1091
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:95

References visitable< T >::has_item(), inv, inventory::position_by_item(), weapon, worn, and worn_position_to_index().

Referenced by npc::alt_attack(), game::butcher(), iuse::chop_logs(), iuse::chop_tree(), chop_tree_activity(), convert_to_items(), damage_item(), iuse::fill_pit(), iuse::hacksaw(), monexamine::insert_battery(), iuse::makemound(), item_location::impl::item_on_person::obtain(), iuse::pack_item(), iuse::play_game(), iuse::radglove(), iuse::stimpack(), salvage_actor::try_to_cut_up(), pick_lock_actor::use(), musical_instrument_actor::use(), repair_item_actor::use(), sew_advanced_actor::use(), and avatar_action::wield().

◆ get_kcal_percent()

◆ get_learned_recipes()

const recipe_subset & Character::get_learned_recipes ( ) const

Returns all known recipes.

Definition at line 10556 of file character.cpp.

10557{
10558 if( *_skills != *autolearn_skills_stamp ) {
10559 for( const auto &r : recipe_dict.all_autolearn() ) {
10560 if( meets_skill_requirements( r->autolearn_requirements ) ) {
10561 learned_recipes->include( r );
10562 }
10563 }
10565 }
10566
10567 return *learned_recipes;
10568}
pimpl< recipe_subset > learned_recipes
Subset of learned recipes.
Definition: character.h:2172
pimpl< SkillLevelMap > autolearn_skills_stamp
Stamp of character skills.
Definition: character.h:2170
const std::set< const recipe * > & all_autolearn() const
Returns all recipes that can be automatically learned.

References _skills, recipe_dictionary::all_autolearn(), autolearn_skills_stamp, learned_recipes, meets_skill_requirements(), and recipe_dict.

Referenced by player::get_available_recipes(), knows_recipe(), peek_related_recipe(), and select_crafting_recipe().

◆ get_lowest_hp()

int Character::get_lowest_hp ( ) const

Definition at line 10350 of file character.cpp.

10351{
10352 // Set lowest_hp to an arbitrarily large number.
10353 int lowest_hp = 999;
10354 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
10355 const int cur_hp = elem.second.get_hp_cur();
10356 if( cur_hp < lowest_hp ) {
10357 lowest_hp = cur_hp;
10358 }
10359 }
10360 return lowest_hp;
10361}

References Creature::get_body().

Referenced by debug_menu::character_edit_menu().

◆ get_max_healthy()

int Character::get_max_healthy ( ) const

Definition at line 4552 of file character.cpp.

4553{
4554 return 200;
4555}

Referenced by update_health().

◆ get_max_power_level()

◆ get_melee()

float Character::get_melee ( ) const
overridevirtual

Returns melee skill level, to be used to throttle dodge practice.

Implements Creature.

Definition at line 886 of file melee.cpp.

887{
888 return get_skill_level( skill_id( "melee" ) );
889}

References get_skill_level(), and skill_id.

Referenced by stability_roll().

◆ get_melee_hit_base()

float Character::get_melee_hit_base ( ) const

Returns weapon skill.

Definition at line 323 of file melee.cpp.

324{
325 // Character::get_hit_base includes stat calculations already
327}
item & used_weapon()
Legacy code hack, don't use.
Definition: melee.cpp:144
float get_hit_weapon(const item &weap) const
Gets melee accuracy component from weapon+skills.
Definition: melee.cpp:306
float get_hit_base() const override
Definition: character.cpp:5727
float mabuff_tohit_bonus() const
Returns the to hit bonus from martial arts buffs.

References get_hit_base(), get_hit_weapon(), mabuff_tohit_bonus(), and used_weapon().

Referenced by draw_stats_info(), hit_roll(), and set_stats().

◆ get_miss_reason()

std::string Character::get_miss_reason ( )

Returns an explanation for why the player would miss a melee attack.

Definition at line 361 of file melee.cpp.

362{
363 // everything that lowers accuracy in player::hit_roll()
364 // adding it in hit_roll() might not be safe if it's called multiple times
365 // in one turn
367 _( "Your torso encumbrance throws you off-balance." ),
368 roll_remainder( encumb( bp_torso ) / 10.0 ) );
369 const int farsightedness = 2 * ( has_trait( trait_HYPEROPIC ) &&
370 !worn_with_flag( "FIX_FARSIGHT" ) &&
373 _( "You can't hit reliably due to your farsightedness." ),
374 farsightedness );
375
376 const std::string *const reason = melee_miss_reasons.pick();
377 if( reason == nullptr ) {
378 return std::string();
379 }
380 return *reason;
381}
void add_miss_reason(const std::string &reason, unsigned int weight)
Adds a reason for why the player would miss a melee attack.
Definition: melee.cpp:350
static const efftype_id effect_contacts("contacts")
static const trait_id trait_HYPEROPIC("HYPEROPIC")

References _, add_miss_reason(), bp_torso, effect_contacts, encumb(), Creature::has_effect(), has_trait(), melee_miss_reasons, roll_remainder(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack().

◆ get_mod()

int Character::get_mod ( const trait_id mut,
const std::string &  arg 
) const
private

Retrieves a stat mod of a mutation.

Definition at line 193 of file mutation.cpp.

194{
195 auto &mod_data = mut->mods;
196 int ret = 0;
197 auto found = mod_data.find( std::make_pair( false, arg ) );
198 if( found != mod_data.end() ) {
199 ret += found->second;
200 }
201 return ret;
202}
detail::named_arg< Char, T > arg(const Char *name, const T &arg)
\rst Returns a named argument to be used in a formatting function.
Definition: fmtlib_core.h:1860
std::unordered_map< std::pair< bool, std::string >, int, cata::tuple_hash > mods
Key pair is <active: bool, mod type: "STR">
Definition: mutation.h:275

References arg(), mutation_branch::mods, and cata::hash64_detail::ret.

Referenced by apply_mods().

◆ get_mod_stat_from_bionic()

int Character::get_mod_stat_from_bionic ( const character_stat Stat) const

Get stat bonus from bionic.

Definition at line 2104 of file character.cpp.

2105{
2106 int ret = 0;
2107 for( const bionic_id &bid : get_bionics() ) {
2108 const auto St_bn = bid->stat_bonus.find( Stat );
2109 if( St_bn != bid->stat_bonus.end() ) {
2110 ret += St_bn->second;
2111 }
2112 }
2113 return ret;
2114}

References get_bionics(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ get_morale()

int Character::get_morale ( const morale_type type) const

Definition at line 9084 of file character.cpp.

9085{
9086 return morale->get( type );
9087}

References morale, and type.

◆ get_morale_level()

int Character::get_morale_level ( ) const

◆ get_most_efficient_bionic()

bionic_id Character::get_most_efficient_bionic ( const std::vector< bionic_id > &  bids) const

Return bionic_id of bionic of most fuel efficient bionic.

Definition at line 1880 of file character.cpp.

1881{
1882 float temp_eff = 0;
1883 bionic_id bio( "null" );
1884 for( const bionic_id &bid : bids ) {
1885 if( bid->fuel_efficiency > temp_eff ) {
1886 temp_eff = bid->fuel_efficiency;
1887 bio = bid;
1888 }
1889 }
1890 return bio;
1891}

Referenced by fuel_bionic_with(), and get_acquirable_energy().

◆ get_movement_mode()

character_movemode Character::get_movement_mode ( ) const

Definition at line 1543 of file character.cpp.

1544{
1545 return move_mode;
1546}

References move_mode.

Referenced by cata_event_dispatch::avatar_moves().

◆ get_mutation_social_mods()

social_modifiers Character::get_mutation_social_mods ( ) const

Goes over all mutations, returning the sum of the social modifiers.

Definition at line 6543 of file character.cpp.

6544{
6545 social_modifiers mods;
6546 for( const mutation_branch *mut : cached_mutations ) {
6547 mods += mut->social_mods;
6548 }
6549
6550 return mods;
6551}

References cached_mutations.

Referenced by talk_trial::calc_chance().

◆ get_mutations()

std::vector< trait_id > Character::get_mutations ( bool  include_hidden = true) const

Get the idents of all traits/mutations.

Definition at line 2857 of file newcharacter.cpp.

2858{
2859 std::vector<trait_id> result;
2860 for( const std::pair<const trait_id, char_trait_data> &t : my_mutations ) {
2861 if( include_hidden || t.first.obj().player_display ) {
2862 result.push_back( t.first );
2863 }
2864 }
2865 for( const trait_id &ench_trait : enchantment_cache->get_mutations() ) {
2866 if( include_hidden || ench_trait->player_display ) {
2867 bool found = false;
2868 for( const trait_id &exist : result ) {
2869 if( exist == ench_trait ) {
2870 found = true;
2871 break;
2872 }
2873 }
2874 if( !found ) {
2875 result.push_back( ench_trait );
2876 }
2877 }
2878 }
2879 return result;
2880}

References enchantment_cache, and my_mutations.

Referenced by monster::attitude(), bodytemp_modifier_traits(), bodytemp_modifier_traits_floor(), can_eat(), can_install_cbm_on_bp(), can_use_heal_item(), can_wear(), check_and_recover_morale(), compute_default_effective_vitamins(), player::crafting_success_roll(), avatar::create(), crossed_threshold(), character_display::disp_info(), drench_mut_calc(), npc::form_opinion(), has_trait_flag(), is_category_allowed(), is_weak_to_water(), mod_healthy(), mut_cbm_encumb(), mutation_armor(), mutation_attacks(), item::mutations_from_wearing(), diary::new_page(), process_turn(), avatar::randomize(), reset_scenario(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), set_description(), set_highest_cat_level(), set_profession(), sleep(), update_type_of_scent(), visible_mutations(), vitamin_rate(), and memorial_logger::write().

◆ get_name()

std::string Character::get_name ( ) const
overridevirtual

Implements Creature.

Definition at line 5981 of file character.cpp.

5982{
5983 return name;
5984}

References name.

Referenced by apply_damage(), autodoc_internal(), npc::die(), pour_into(), npc::set_omt_destination(), and game::vertical_move().

◆ get_next_auto_move_direction()

action_id Character::get_next_auto_move_direction ( )

Definition at line 10513 of file character.cpp.

10514{
10515 if( !has_destination() ) {
10516 return ACTION_NULL;
10517 }
10518
10520 if( pos() != *next_expected_position ) {
10521 // We're off course, possibly stumbling or stuck, cancel auto move
10522 return ACTION_NULL;
10523 }
10524 }
10525
10526 next_expected_position.emplace( auto_move_route.front() );
10527 auto_move_route.erase( auto_move_route.begin() );
10528
10530
10531 // Make sure the direction is just one step and that
10532 // all diagonal moves have 0 z component
10533 if( std::abs( dp.x ) > 1 || std::abs( dp.y ) > 1 || std::abs( dp.z ) > 1 ||
10534 ( std::abs( dp.z ) != 0 && ( std::abs( dp.x ) != 0 || std::abs( dp.y ) != 0 ) ) ) {
10535 // Should never happen, but check just in case
10536 return ACTION_NULL;
10537 }
10539}
action_id get_movement_action_from_delta(const tripoint &d, const iso_rotate rot)
Translate coordinate delta into movement action.
Definition: action.cpp:484
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:20
int y
Definition: point.h:137
int z
Definition: point.h:138
int x
Definition: point.h:136

References ACTION_NULL, auto_move_route, get_movement_action_from_delta(), has_destination(), next_expected_position, pos(), tripoint::x, tripoint::y, yes, and tripoint::z.

Referenced by game::handle_action(), and game::try_get_left_click_action().

◆ get_npc_ai_info_cache()

std::optional< double > Character::get_npc_ai_info_cache ( npc_ai_info  key) const

Definition at line 10613 of file character.cpp.

10614{
10615 return npc_ai_info_cache[key];
10616}

References npc_ai_info_cache.

Referenced by npc::check_or_reload_cbm(), npc::find_reloadable(), and npc_ai::wielded_value().

◆ get_overlay_ids()

std::vector< std::string > Character::get_overlay_ids ( ) const

Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest".

Only required for rendering.

Definition at line 3270 of file character.cpp.

3271{
3272 std::vector<std::string> rval;
3273 std::multimap<int, std::string> mutation_sorting;
3274 int order;
3275 std::string overlay_id;
3276
3277 // first get effects
3278 for( const auto &eff_pr : *effects ) {
3279 if( !eff_pr.second.begin()->second.is_removed() ) {
3280 rval.push_back( "effect_" + eff_pr.first.str() );
3281 }
3282 }
3283
3284 // then get mutations
3285 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
3286 overlay_id = ( mut.second.powered ? "active_" : "" ) + mut.first.str();
3287 order = get_overlay_order_of_mutation( overlay_id );
3288 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3289 }
3290
3291 // then get bionics
3292 for( const bionic &bio : *my_bionics ) {
3293 overlay_id = ( bio.powered ? "active_" : "" ) + bio.id.str();
3294 order = get_overlay_order_of_mutation( overlay_id );
3295 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3296 }
3297
3298 for( auto &mutorder : mutation_sorting ) {
3299 rval.push_back( "mutation_" + mutorder.second );
3300 }
3301
3302 // next clothing
3303 // TODO: worry about correct order of clothing overlays
3304 for( const item &worn_item : worn ) {
3305 rval.push_back( "worn_" + worn_item.typeId().str() );
3306 }
3307
3308 // last weapon
3309 // TODO: might there be clothing that covers the weapon?
3310 if( is_armed() ) {
3311 rval.push_back( "wielded_" + weapon.typeId().str() );
3312 }
3313
3314 if( move_mode != CMM_WALK ) {
3315 rval.push_back( io::enum_to_string( move_mode ) );
3316 }
3317 return rval;
3318}
std::string enum_to_string(E)
int get_overlay_order_of_mutation(const std::string &mutation_id_string)

References CMM_WALK, Creature::effects, io::enum_to_string(), get_overlay_order_of_mutation(), is_armed(), move_mode, my_bionics, my_mutations, string_id< T >::str(), item::typeId(), weapon, and worn.

◆ get_pain_description()

std::pair< std::string, nc_color > Character::get_pain_description ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 4474 of file character.cpp.

4475{
4476 const std::pair<std::string, nc_color> pain = Creature::get_pain_description();
4477 nc_color pain_color = pain.second;
4478 std::string pain_string;
4479 // get pain color
4480 if( get_perceived_pain() >= 60 ) {
4481 pain_color = c_red;
4482 } else if( get_perceived_pain() >= 40 ) {
4483 pain_color = c_light_red;
4484 }
4485 // get pain string
4487 get_perceived_pain() > 0 ) {
4488 pain_string = string_format( "%s %d", _( "Pain " ), get_perceived_pain() );
4489 } else if( get_perceived_pain() > 0 ) {
4490 pain_string = pain.first;
4491 }
4492 return std::make_pair( pain_string, pain_color );
4493}
static const efftype_id effect_got_checked("got_checked")
virtual std::pair< std::string, nc_color > get_pain_description() const
Definition: creature.cpp:1396
int pain
Definition: creature.h:897

References _, c_light_red, c_red, effect_got_checked, Creature::get_pain_description(), get_perceived_pain(), Creature::has_effect(), has_trait(), Creature::pain, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), and get_consume_needs_hint().

◆ get_painkiller()

int Character::get_painkiller ( ) const

◆ get_path_avoid()

std::set< tripoint > Character::get_path_avoid ( ) const
overridevirtual

Returns a set of points we do not want to path through.

Implements Creature.

Reimplemented in npc.

Definition at line 9931 of file character.cpp.

9932{
9933 std::set<tripoint> ret;
9934 for( npc &guy : g->all_npcs() ) {
9935 if( sees( guy ) ) {
9936 ret.insert( guy.pos() );
9937 }
9938 }
9939
9940 // TODO: Add known traps in a way that doesn't destroy performance
9941
9942 return ret;
9943}

References g, cata::hash64_detail::ret, and sees().

Referenced by activity_on_turn_move_loot(), can_mount(), game::handle_action(), game::list_items(), game::look_around(), perform_zone_activity_turn(), route_adjacent(), activity_handlers::travel_do_turn(), and game::try_get_left_click_action().

◆ get_pathfinding_settings()

const pathfinding_settings & Character::get_pathfinding_settings ( ) const
overridevirtual

◆ get_per()

◆ get_per_base()

int Character::get_per_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4098 of file character.cpp.

4099{
4100 return per_max;
4101}

References per_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_per(), and avatar::get_per_base().

◆ get_per_bonus()

int Character::get_per_bonus ( ) const
virtual

Definition at line 4115 of file character.cpp.

4116{
4117 return per_bonus;
4118}

References per_bonus.

Referenced by reset_stats().

◆ get_perceived_pain()

int Character::get_perceived_pain ( ) const
overridevirtual

◆ get_power_level()

◆ get_rad()

◆ get_remote_fueled_bionic()

bionic_id Character::get_remote_fueled_bionic ( ) const

Returns bionic_id of first remote fueled bionic found.

Definition at line 1828 of file character.cpp.

1829{
1830 for( const bionic_id &bid : get_bionics() ) {
1831 if( bid->is_remote_fueled ) {
1832 return bid;
1833 }
1834 }
1835 return bionic_id();
1836}

References bionic_id, and get_bionics().

Referenced by iuse::cable_attach(), and iuse::solarpack().

◆ get_safe_reference()

safe_reference< Character > Character::get_safe_reference ( )

Definition at line 10893 of file character.cpp.

10894{
10895 return anchor.reference_to( this );
10896}
safe_reference_anchor anchor
Definition: character.h:2273
safe_reference< T > reference_to(T *object)

References anchor, and safe_reference_anchor::reference_to().

Referenced by itype::invoke().

◆ get_shout_volume()

int Character::get_shout_volume ( ) const
Strength increases shouting volume

Definition at line 7567 of file character.cpp.

7568{
7569 int base = 10;
7570 int shout_multiplier = 2;
7571
7572 // Mutations make shouting louder, they also define the default message
7573 if( has_trait( trait_SHOUT3 ) ) {
7574 shout_multiplier = 4;
7575 base = 20;
7576 } else if( has_trait( trait_SHOUT2 ) ) {
7577 base = 15;
7578 shout_multiplier = 3;
7579 }
7580
7581 // You can't shout without your face
7582 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7583 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7584 base = 0;
7585 shout_multiplier = 0;
7586 }
7587
7588 // Masks and such dampen the sound
7589 // Balanced around whisper for wearing bondage mask
7590 // and noise ~= 10 (door smashing) for wearing dust mask for character with strength = 8
7591 /** @EFFECT_STR increases shouting volume */
7592 const int penalty = encumb( bp_mouth ) * 3 / 2;
7593 int noise = base + str_cur * shout_multiplier - penalty;
7594
7595 // Minimum noise volume possible after all reductions.
7596 // Volume 1 can't be heard even by player
7597 constexpr int minimum_noise = 2;
7598
7599 if( noise <= base ) {
7600 noise = std::max( minimum_noise, noise );
7601 }
7602
7603 // Screaming underwater is not good for oxygen and harder to do overall
7604 if( is_underwater() ) {
7605 noise = std::max( minimum_noise, noise / 2 );
7606 }
7607 return noise;
7608}
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_SHOUT3("SHOUT3")

References bp_mouth, encumb(), has_trait(), Creature::is_underwater(), is_wearing(), itype_id, noise, str_cur, trait_PROF_FOODP, trait_SHOUT2, and trait_SHOUT3.

Referenced by game::chat(), npc::say(), shout(), and activity_handlers::spellcasting_finish().

◆ get_size()

◆ get_skill_level() [1/2]

int Character::get_skill_level ( const skill_id ident) const

Definition at line 3335 of file character.cpp.

3336{
3337 return _skills->get_skill_level( ident );
3338}

References _skills.

Referenced by npc::address_needs(), ranged::aim_speed_skill_modifier(), apply_skill_boost(), iexamine::arcfurnace_empty(), attack_cost(), avoid_trap(), mattack::bio_op_disarm(), bionics_pl_skill(), block_hit(), item::book_info(), ranged::burst_penalty(), activity_handlers::butcher_finish(), calc_skill_training_cost(), calc_skill_training_time(), veh_utils::calc_xp_gain(), character_martial_arts::can_arm_block(), can_autolearn_martial_art(), can_estimate_rot(), character_martial_arts::can_leg_block(), can_mount(), npc::can_read(), enzlave_actor::can_use(), caravan_price(), activity_handlers::chop_planks_finish(), item::color_in_inventory(), companion_combat_rank(), companion_industry_rank(), companion_survival_rank(), complete_craft(), crafting::complete_disassemble(), construction_color(), player::crafting_success_roll(), crit_chance(), iuse::crowbar(), salvage_actor::cut_up(), mattack::dermatik(), trap::detect_trap(), avatar::do_read(), dialogue::dynamic_line(), iuse::einktabletpc(), enumerate_unmet_requirements(), spell::exp_modifier(), map_data_common_t::extended_description(), npc::faction_display(), fall_damage_mod(), farm_action(), game::find_or_make_stairs(), npc::finish_read(), activity_handlers::fish_do_turn(), iuse::fish_trap(), item::food_info(), fungal_effects::fungalize(), player::get_available_recipes(), item::get_available_recipes(), heal_actor::get_bandaged_level(), avatar::get_book_reader(), heal_actor::get_disinfected_level(), get_dodge_base(), get_encumbrance_description(), heal_actor::get_heal_value(), get_hit_weapon(), get_melee(), player_activity::get_progress_message(), ranged::get_weapon_dispersion(), iuse::gun_repair(), avatar_funcs::gunmod_installation_odds(), computer_session::hack_attempt(), hack_level(), hackveh(), handle_melee_wear(), hardcoded_mutation_attack(), harvest_common(), iexamine::harvest_plant(), has_skill_for_vehicle_work(), ma_requirements::is_valid_character(), item_reload_cost(), item_store_cost(), ma_style_callback::key(), iexamine::kiln_empty(), activity_handlers::lockpicking_finish(), melee_attack(), avatar_funcs::mend_item(), iuse::mind_splicer(), morale_crafting_speed_multiplier(), iuse::multicooker(), mutation_attacks(), npc_trading::net_price_adjustment(), game::npc_menu(), on_dodge(), item::on_wield(), iuse::pack_cbm(), monexamine::pet_menu(), pick_part_to_heal(), pick_plant(), vehicle::pldrive(), practice(), iexamine::practice_survival_while_foraging(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), avatar::randomize(), examine_item_menu::rate_action_use(), reach_attack(), avatar::read(), recalc_hp(), repair_item_actor::repair(), repair_item_actor::repair_chance(), activity_handlers::repair_item_finish(), activity_handlers::robot_control_finish(), iuse::robotcontrol(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), iexamine::safe(), scavenging_combat_skill(), set_description(), conditional_t< T >::set_has_skill(), set_skills(), map::shake_vehicle(), iexamine::shrub_wildveggies(), sinkhole_safety_roll(), skill_increment_cost(), npc::skills_offered_to(), smash(), read_inventory_preset::sort_compare(), spell::spell_fail(), player::start_craft(), talk_function::start_training(), suffer_from_schizophrenia(), survive_random_encounter(), swim_speed(), character_effects::talk_skill(), iuse::tazer(), ranged::throw_item(), throw_range(), mattack::thrown_by_judo(), time_to_attack(), known_magic::time_to_learn_spell(), npc::time_to_read(), avatar::time_to_read(), item::tname(), activity_handlers::train_finish(), iexamine::tree_hickory(), avatar_funcs::try_disarm_npc(), character_funcs::try_wield_contents(), achievement::ui_text(), veh_interact::update_part_requirements(), place_monster_iuse::use(), firestarter_actor::use(), enzlave_actor::use(), heal_actor::use(), sew_advanced_actor::use(), npc::value(), game::vertical_move(), and debug_menu::wishskill().

◆ get_skill_level() [2/2]

int Character::get_skill_level ( const skill_id ident,
const item context 
) const

Definition at line 3340 of file character.cpp.

3341{
3342 return _skills->get_skill_level( ident, context );
3343}

References _skills.

◆ get_skill_level_object() [1/2]

◆ get_skill_level_object() [2/2]

const SkillLevel & Character::get_skill_level_object ( const skill_id ident) const

Definition at line 3325 of file character.cpp.

3326{
3327 return _skills->get_skill_level_object( ident );
3328}

References _skills.

◆ get_sleep_deprivation()

int Character::get_sleep_deprivation ( ) const

Definition at line 4469 of file character.cpp.

4470{
4471 return sleep_deprivation;
4472}

References sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), check_needs_extremes(), hardcoded_effects(), reset_stats(), and suffer().

◆ get_speed()

◆ get_stamina()

◆ get_stamina_max()

int Character::get_stamina_max ( ) const

Definition at line 7074 of file character.cpp.

7075{
7076 static const std::string player_max_stamina( "PLAYER_MAX_STAMINA" );
7077 static const std::string max_stamina_modifier( "max_stamina_modifier" );
7078 const int baseMaxStamina = get_option< int >( player_max_stamina );
7079 int maxStamina = baseMaxStamina;
7080 maxStamina *= Character::mutation_value( max_stamina_modifier );
7081 maxStamina += bonus_from_enchantments( maxStamina, enchant_vals::mod::STAMINA_CAP );
7082 return std::max( baseMaxStamina / 10, maxStamina );
7083}

References bonus_from_enchantments(), mutation_value(), and enchant_vals::STAMINA_CAP.

Referenced by attack_cost(), block_hit(), can_run(), debug_menu::character_edit_menu(), cough(), player_activity::do_turn(), draw_char_narrow(), draw_char_wide(), draw_health_classic(), draw_limb2(), spell::energy_cost_string(), spell::energy_cur_string(), mod_stamina(), character_funcs::normalize(), on_dodge(), on_item_takeoff(), on_item_wear(), npc::process_turn(), activity_handlers::pulp_do_turn(), avatar::read(), speed_rating(), stamina_move_cost_modifier(), game::start_game(), iuse::stimpack(), time_to_attack(), update_stamina(), activity_handlers::wait_stamina_do_turn(), and activity_handlers::wait_stamina_finish().

◆ get_stashed_activity()

player_activity Character::get_stashed_activity ( ) const

Definition at line 899 of file character.cpp.

900{
902}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ get_stim()

◆ get_stored_kcal()

◆ get_str()

◆ get_str_base()

int Character::get_str_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4090 of file character.cpp.

4091{
4092 return str_max;
4093}

References str_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_str(), avatar::get_str_base(), and recalc_hp().

◆ get_str_bonus()

int Character::get_str_bonus ( ) const
virtual

Definition at line 4107 of file character.cpp.

4108{
4109 return str_bonus;
4110}

References str_bonus.

Referenced by reset_stats().

◆ get_thirst()

◆ get_thirst_description()

std::pair< std::string, nc_color > Character::get_thirst_description ( ) const

Definition at line 4341 of file character.cpp.

4342{
4343 int thirst = get_thirst();
4344 std::string hydration_string;
4345 nc_color hydration_color = c_white;
4347 hydration_color = c_light_red;
4348 hydration_string = _( "Parched" );
4349 } else if( thirst > thirst_levels::dehydrated ) {
4350 hydration_color = c_light_red;
4351 hydration_string = _( "Dehydrated" );
4352 } else if( thirst > thirst_levels::very_thirsty ) {
4353 hydration_color = c_yellow;
4354 hydration_string = _( "Very thirsty" );
4355 } else if( thirst > thirst_levels::thirsty ) {
4356 hydration_color = c_yellow;
4357 hydration_string = _( "Thirsty" );
4358 } else if( thirst > thirst_levels::slaked ) {
4359 // Nothing
4360 } else if( thirst > thirst_levels::hydrated ) {
4361 hydration_color = c_green;
4362 hydration_string = _( "Hydrated" );
4363 } else if( thirst > thirst_levels::turgid ) {
4364 hydration_color = c_green;
4365 hydration_string = _( "Turgid" );
4366 }
4367 return std::make_pair( hydration_string, hydration_color );
4368}

References _, c_green, c_light_red, c_white, c_yellow, dehydrated, get_thirst(), hydrated, parched, slaked, thirst, thirsty, turgid, and very_thirsty.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_time_died()

time_point Character::get_time_died ( ) const
inline

return the calendar::turn the character expired

Definition at line 1467 of file character.h.

1467 {
1468 return time_died;
1469 }
time_point time_died
Definition: character.h:2182

References time_died.

◆ get_total_bionics_slots()

int Character::get_total_bionics_slots ( const bodypart_id bp) const

Definition at line 2624 of file bionics.cpp.

2625{
2626 return bp->bionic_slots();
2627}

Referenced by get_free_bionics_slots(), and show_bionics_ui().

◆ get_total_fuel_capacity()

int Character::get_total_fuel_capacity ( const itype_id fuel) const

Return total space to store specified fuel.

Definition at line 2042 of file character.cpp.

2043{
2044 int capacity = 0;
2045 for( const bionic_id &bid : get_bionics() ) {
2046 for( const itype_id &fl : bid->fuel_opts ) {
2047 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2048 if( fl == fuel ) {
2049 capacity += bid->fuel_capacity;
2050 }
2051 }
2052 }
2053 }
2054 return capacity;
2055}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by draw_bionics_titlebar().

◆ get_type_of_scent()

scenttype_id Character::get_type_of_scent ( ) const

Definition at line 8736 of file character.cpp.

8737{
8738 return type_of_scent;
8739}
scenttype_id type_of_scent
Definition: character.h:2263

References type_of_scent.

Referenced by game::do_turn(), update_type_of_scent(), and change_scent_iuse::use().

◆ get_used_bionics_slots()

int Character::get_used_bionics_slots ( const bodypart_id bp) const

Definition at line 2596 of file bionics.cpp.

2597{
2598 int used_slots = 0;
2599 for( const bionic_id &bid : get_bionics() ) {
2600 auto search = bid->occupied_bodyparts.find( bp.id() );
2601 if( search != bid->occupied_bodyparts.end() ) {
2602 used_slots += search->second;
2603 }
2604 }
2605
2606 return used_slots;
2607}
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)

References get_bionics(), int_id< T >::id(), and overmap_ui::search().

Referenced by get_free_bionics_slots().

◆ get_visible_creatures()

std::vector< Creature * > Character::get_visible_creatures ( int  range) const

Returns all creatures that this player can see and that are in the given range.

This player object itself is never included. The player character (g->u) is checked and might be included (if applicable).

Parameters
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10203 of file character.cpp.

10204{
10205 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10206 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10207 rl_dist( pos(), critter.pos() ) <= range && sees( critter );
10208 } );
10209}

References g, Creature::pos(), pos(), rl_dist(), and sees().

Referenced by game::is_hostile_within(), game::list_items_monsters(), and game::mon_info_update().

◆ get_vision_modes()

const std::bitset< NUM_VISION_MODES > & Character::get_vision_modes ( ) const
inline

Definition at line 1545 of file character.h.

1545 {
1546 return vision_mode_cache;
1547 }

References vision_mode_cache.

◆ get_vision_threshold()

float Character::get_vision_threshold ( float  light_level) const

Returns the apparent light level at which the player can see.

This is adjusted by the light level at the character's position to simulate glare, etc, night vision only works if you are in the dark.

Definition at line 1724 of file character.cpp.

1725{
1727 // Debug vision always works with absurdly little light.
1728 return 0.01;
1729 }
1730
1731 // As light_level goes from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LIT,
1732 // dimming goes from 1.0 to 2.0.
1733 const float dimming_from_light = 1.0 + ( ( static_cast<float>( light_level ) -
1736
1737 // -1 because SOME math was changed from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LOW
1738 // but kept in other places.
1739 // *_LOW is the one actually used in math, *_MINIMAL is arbitrary.
1740 // TODO: Correct test cases and drop the ugliness
1741
1742 // This guarantees at least 1 tile of range
1743 static const float threshold_cap = vision::threshold_for_nv_range( 1 - 1 ) * LIGHT_AMBIENT_LOW /
1745
1746 return std::min( {static_cast<float>( LIGHT_AMBIENT_LOW ),
1747 vision::threshold_for_nv_range( nv_range - 1 ) * dimming_from_light,
1748 threshold_cap} );
1749}
float nv_range
Definition: character.h:2177
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
static constexpr float LIGHT_AMBIENT_LOW
Definition: lightmap.h:14
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
float threshold_for_nv_range(float range)
Returns the light level that darkness will have at this range from player.
Definition: character.cpp:1704

References DEBUG_NIGHTVISION, LIGHT_AMBIENT_LIT, LIGHT_AMBIENT_LOW, LIGHT_AMBIENT_MINIMAL, nv_range, vision::threshold_for_nv_range(), and vision_mode_cache.

Referenced by sight_range().

◆ get_weight()

units::mass Character::get_weight ( ) const
overridevirtual

Returns body weight plus weight of inventory and worn/wielded items.

Implements Creature.

Definition at line 3673 of file character.cpp.

3674{
3675 units::mass ret = 0_gram;
3676 units::mass wornWeight = std::accumulate( worn.begin(), worn.end(), 0_gram,
3677 []( units::mass sum, const item & itm ) {
3678 return sum + itm.weight();
3679 } );
3680
3681 ret += bodyweight(); // The base weight of the player's body
3682 ret += inv.weight(); // Weight of the stored inventory
3683 ret += wornWeight; // Weight of worn items
3684 ret += weapon.weight(); // Weight of wielded item
3685 ret += bionics_weight(); // Weight of installed bionics
3686 return ret;
3687}
units::mass bionics_weight() const
Definition: character.cpp:6744
units::mass bodyweight() const
Definition: character.cpp:6739
units::mass weight() const
Definition: inventory.cpp:997

References bionics_weight(), bodyweight(), inv, cata::hash64_detail::ret, weapon, inventory::weight(), item::weight(), and worn.

Referenced by vehicle::calc_mass_center(), can_mount(), npc::move_to(), monexamine::pet_menu(), swim_speed(), weigh_self_actor::use(), and game::walk_move().

◆ get_weight_string()

std::string Character::get_weight_string ( ) const

Definition at line 4545 of file character.cpp.

4546{
4547 double weight = convert_weight( bodyweight() );
4548 int display_weight = static_cast<int>( std::round( weight ) );
4549 return std::to_string( display_weight ) + " " + weight_units();
4550}
const char * weight_units()
Create a units label for a weight value.
double convert_weight(const units::mass &weight)
Convert weight in grams to units defined by user (kg or lbs)

References bodyweight(), convert_weight(), to_string(), and weight_units().

◆ get_working_arm_count()

int Character::get_working_arm_count ( ) const

Returns the number of functioning arms.

Definition at line 1216 of file character.cpp.

1217{
1219 return 0;
1220 }
1221
1222 int limb_count = 0;
1223 if( !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1224 limb_count++;
1225 }
1226 if( !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1227 limb_count++;
1228 }
1229
1230 return limb_count;
1231}
static const trait_id trait_SHELL2("SHELL2")

References has_active_mutation(), is_limb_disabled(), and trait_SHELL2.

Referenced by can_wield(), has_two_arms(), melee_attack(), avatar_action::plthrow(), and vehicle::start_engine().

◆ get_working_leg_count()

int Character::get_working_leg_count ( ) const

Returns the number of functioning legs.

Definition at line 1234 of file character.cpp.

1235{
1236 int limb_count = 0;
1237 if( !is_limb_broken( bodypart_id( "leg_l" ) ) ) {
1238 limb_count++;
1239 }
1240 if( !is_limb_broken( bodypart_id( "leg_r" ) ) ) {
1241 limb_count++;
1242 }
1243 return limb_count;
1244}

References is_limb_broken().

Referenced by best_shield(), character_martial_arts::can_leg_block(), can_run(), is_on_ground(), and avatar::set_movement_mode().

◆ getID()

character_id Character::getID ( ) const

Definition at line 485 of file character.cpp.

486{
487 return this->id;
488}

References id.

Referenced by add_addiction(), item::already_used_by_player(), talk_effect_t::apply(), apply_damage(), iuse::artifact(), mission::assign(), talk_function::assign_camp(), vehicle::assign_seat(), best_installer(), bionics_install_failure(), map::board_vehicle(), veh_interact::calc_overview(), debug_menu::character_edit_menu(), check_needs_extremes(), talk_function::clear_mission(), game::critter_by_id(), iuse::crowbar(), mattack::dermatik(), monster::die(), npc::die(), avatar::do_read(), npc::execute_action(), dig_activity_actor::finish(), hacking_activity_actor::finish(), npc::finish_read(), ranged::fire_gun(), talk_function::follow(), item::get_remaining_chapters(), hardcoded_effects(), heal(), talk_function::hostile(), hurtall(), npc::is_ally(), item_location::impl::item_on_person::item_on_person(), talk_function::leave(), avatar::load(), game::load(), npc::load_npc_template(), item::mark_as_used_by_player(), item::mark_chapter_as_read(), iuse::marloss(), marloss_common(), iuse::marloss_gel(), iuse::marloss_seed(), mend(), iuse::mininuke(), mount_creature(), mutagen_common_checks(), mutate_towards(), npc::mutiny(), iuse::mycus(), iuse::note_bionics(), kill_tracker::notify(), talk_function::npc_die(), mattack::nurse_operate(), mission::on_creature_death(), item::on_pickup(), item::on_wield(), perform_install(), perform_uninstall(), practice(), npc::randomize(), avatar::read(), npc::regen_ai_cache(), rem_addiction(), Creature::remove_effect(), game::reset_npc_dispositions(), map::rotate(), talk_effect_fun_t::set_add_mission(), vehicle_part::set_crew(), npc::set_fac(), npc::set_known_to_u(), npc::setpos(), game::start_game(), npc::start_read(), talk_function::start_training(), talk_function::stop_guard(), player::store(), survive_random_encounter(), npc::talk_to_u(), teleport::teleport(), test_crossing_threshold(), ranged::throw_item(), activity_handlers::train_finish(), npc::travel_overmap(), game::validate_npc_followers(), vomit(), and wake_up().

◆ gibType()

field_type_id Character::gibType ( ) const
overridevirtual

Implements Creature.

Definition at line 515 of file character.cpp.

516{
517 return fd_gibs_flesh;
518}
field_type_id fd_gibs_flesh
Definition: field_type.cpp:338

References fd_gibs_flesh.

◆ global_omt_location()

tripoint_abs_omt Character::global_omt_location ( ) const

Returns the location of the player in global overmap terrain coordinates.

Definition at line 6252 of file character.cpp.

6253{
6254 // TODO: fix point types
6256}
virtual tripoint global_square_location() const
Global position, expressed in map square coordinate system (the most detailed coordinate system),...
Definition: character.cpp:6242
point ms_to_omt_copy(point p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493

References global_square_location(), and ms_to_omt_copy().

Referenced by talk_function::abandon_camp(), computer_session::action_map_sewer(), computer_session::action_map_subway(), computer_session::action_maps(), activate_bionic(), activate_mutation(), apply_persistent_morale(), iuse::artifact(), talk_function::assign_camp(), talk_function::basecamp_mission(), burn_fuel(), talk_function::caravan_dist(), ui::omap::choose_point(), talk_function::companion_choose_return(), talk_function::companion_list(), talk_function::companion_mission(), npc::consume_food_from_camp(), mission_start::create_hidden_lab_console(), mission_start::create_ice_lab_console(), mission_start::create_lab_console(), game::disp_NPCs(), item::display_name(), ui::omap::display_visible_weather(), ui::omap::display_weather(), game::do_turn(), overmap_ui::draw_ascii(), draw_env_compact(), draw_loc_labels(), draw_location_classic(), game::draw_minimap(), draw_minimap(), basecamp::faction_display(), npc::faction_display(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_harvest(), mission_start::find_safety(), overmapbuffer::fix_npcs(), get_basecamp(), get_mission_om_origin(), overmapbuffer::get_npcs_near_omt(), overmapbuffer::get_npcs_near_player(), overmap_ui::get_overmap_path_to(), npc::go_to_omt_destination(), talk_function::goto_location(), npc::guard_current_pos(), talk_function::individual_mission(), mission_start::kill_horde_master(), game::list_missions(), spell_effect::map_area(), trapfunc::map_regen(), npc::move(), overmap_los(), passive_power_gen(), game::perhaps_add_random_npc(), mission_start::place_deposit_box(), mission_start::place_npc_software(), process_turn(), npc::reach_omt_destination(), talk_function::recover_camp(), teleporter_callback::refresh(), npc::regen_ai_cache(), render_wind(), game::reset_npc_dispositions(), reveal_destination(), mission_start::reveal_lab_train_depot(), mission_util::reveal_om_ter(), conditional_t< T >::set_at_om_location(), npc::set_companion_mission(), npc::set_omt_destination(), talk_function::start_camp(), game::start_game(), activity_handlers::travel_do_turn(), npc::travel_overmap(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), game::update_overmap_seen(), reveal_map_actor::use(), game::vertical_notes(), iuse::weather_tool(), npc::within_boundaries_of_camp(), and game::zones_manager().

◆ global_sm_location()

tripoint Character::global_sm_location ( ) const

◆ global_square_location()

tripoint Character::global_square_location ( ) const
virtual

Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map.

Reimplemented in npc.

Definition at line 6242 of file character.cpp.

6243{
6244 return get_map().getabs( position );
6245}
tripoint position
Definition: character.h:2122

References get_map(), map::getabs(), and position.

Referenced by global_omt_location(), and global_sm_location().

◆ handle_melee_wear()

bool Character::handle_melee_wear ( item shield,
float  wear_multiplier = 1.0f 
)

Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.

Dexterity reduces chance of damaging your melee weapon Strength increases chance of damaging your melee weapon (NEGATIVE) Melee reduces chance of damaging your melee weapon

Definition at line 188 of file melee.cpp.

189{
190 if( wear_multiplier <= 0.0f ) {
191 return false;
192 }
193 // Here is where we handle wear and tear on things we use as melee weapons or shields.
194 if( shield.is_null() ) {
195 return false;
196 }
197
198 // UNBREAKABLE_MELEE items can't be damaged through melee combat usage.
199 if( shield.has_flag( "UNBREAKABLE_MELEE" ) ) {
200 return false;
201 }
202
203 /** @EFFECT_DEX reduces chance of damaging your melee weapon */
204
205 /** @EFFECT_STR increases chance of damaging your melee weapon (NEGATIVE) */
206
207 /** @EFFECT_MELEE reduces chance of damaging your melee weapon */
208 const float stat_factor = dex_cur / 2.0f
210 + ( 64.0f / std::max( str_cur, 4 ) );
211
212 float material_factor;
213
214 itype_id weak_comp;
215 itype_id big_comp = itype_id::NULL_ID();
216 // Fragile items that fall apart easily when used as a weapon due to poor construction quality
217 if( shield.has_flag( "FRAGILE_MELEE" ) ) {
218 const float fragile_factor = 6;
219 int weak_chip = INT_MAX;
220 units::volume big_vol = 0_ml;
221
222 // Items that should have no bearing on durability
223 const std::set<itype_id> blacklist = { itype_rag, itype_leather, itype_fur };
224
225 for( auto &comp : shield.components ) {
226 if( blacklist.count( comp.typeId() ) <= 0 ) {
227 if( weak_chip > comp.chip_resistance() ) {
228 weak_chip = comp.chip_resistance();
229 weak_comp = comp.typeId();
230 }
231 }
232 if( comp.volume() > big_vol ) {
233 big_vol = comp.volume();
234 big_comp = comp.typeId();
235 }
236 }
237 material_factor = ( weak_chip < INT_MAX ? weak_chip : shield.chip_resistance() ) / fragile_factor;
238 } else {
239 material_factor = shield.chip_resistance();
240 }
241 int damage_chance = static_cast<int>( stat_factor * material_factor / wear_multiplier );
242 // DURABLE_MELEE items are made to hit stuff and they do it well, so they're considered to be a lot tougher
243 // than other weapons made of the same materials.
244 if( shield.has_flag( "DURABLE_MELEE" ) ) {
245 damage_chance *= 4;
246 }
247
248 if( damage_chance > 0 && !one_in( damage_chance ) ) {
249 return false;
250 }
251
252 auto str = shield.tname(); // save name before we apply damage
253
254 if( !shield.inc_damage() ) {
255 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the force of the blow!" ),
256 _( "<npcname>'s %s is damaged by the force of the blow!" ),
257 str );
258 return false;
259 }
260
261 // Dump its contents on the ground
262 // Destroy irremovable mods, if any
263
264 for( auto mod : shield.gunmods() ) {
265 if( mod->is_irremovable() ) {
266 remove_item( *mod );
267 }
268 }
269
270 // Preserve item temporarily for component breakdown
271 item temp = shield;
272
273 shield.contents.spill_contents( pos() );
274
275 remove_item( shield );
276
277 // Breakdown fragile weapons into components
278 if( temp.has_flag( "FRAGILE_MELEE" ) && !temp.components.empty() ) {
279 add_msg_player_or_npc( m_bad, _( "Your %s breaks apart!" ),
280 _( "<npcname>'s %s breaks apart!" ),
281 str );
282
283 for( auto &comp : temp.components ) {
284 int break_chance = comp.typeId() == weak_comp ? 2 : 8;
285
286 if( one_in( break_chance ) ) {
287 add_msg_if_player( m_bad, _( "The %s is destroyed!" ), comp.tname() );
288 continue;
289 }
290
291 if( comp.typeId() == big_comp && !is_armed() ) {
292 wield( comp );
293 } else {
294 g->m.add_item_or_charges( pos(), comp );
295 }
296 }
297 } else {
298 add_msg_player_or_npc( m_bad, _( "Your %s is destroyed by the blow!" ),
299 _( "<npcname>'s %s is destroyed by the blow!" ),
300 str );
301 }
302
303 return true;
304}
virtual bool wield(item &target)=0
Removes currently wielded item (if any) and replaces it with the target item.
bool spill_contents(const tripoint &pos)
int chip_resistance(bool worst=false) const
Returns resistance to being damaged by attack against the item itself.
Definition: item.cpp:6192
bool inc_damage(damage_type dt)
Increment item damage by itype::damage_scale constrained by max_damage.
Definition: item.cpp:6253
std::vector< item * > gunmods()
Returns all gunmods currently attached to this item (always empty if item not a gun)
Definition: item.cpp:7740
static const itype_id itype_rag("rag")
static const itype_id itype_fur("fur")
static const itype_id itype_leather("leather")

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::chip_resistance(), item::components, item::contents, dex_cur, g, get_skill_level(), item::gunmods(), item::has_flag(), item::inc_damage(), is_armed(), item::is_null(), itype_fur, itype_leather, itype_rag, m_bad, string_id< itype >::NULL_ID(), one_in(), pos(), visitable< Character >::remove_item(), skill_melee, item_contents::spill_contents(), str_cur, item::tname(), and wield().

Referenced by block_hit(), melee_special_effects(), reach_attack(), and smash().

◆ hardcoded_effects()

void Character::hardcoded_effects ( effect it)

Handles the still hard-coded effects.

Maximum Strength increases number of insects hatched from dermatik infection Intelligence decreases occurrence of itching from formication effect

Definition at line 472 of file player_hardcoded_effects.cpp.

473{
474 if( auto buff = ma_buff::from_effect( it ) ) {
475 if( buff->is_valid_character( *this ) ) {
476 buff->apply_character( *this );
477 } else {
478 it.set_duration( 0_turns ); // removes the effect
479 }
480 return;
481 }
482 using hc_effect_fun = std::function<void( player &, effect & )>;
483 static const std::map<efftype_id, hc_effect_fun> hc_effect_map = {{
496 }
497 };
498 const efftype_id &id = it.get_id();
499 const auto &iter = hc_effect_map.find( id );
500 if( iter != hc_effect_map.end() ) {
501 iter->second( *as_player(), it );
502 return;
503 }
504
505 const time_duration dur = it.get_duration();
506 int intense = it.get_intensity();
507 body_part bp = it.get_bp()->token;
508 bool sleeping = has_effect( effect_sleep );
509 if( id == effect_dermatik ) {
510 bool triggered = false;
511 int formication_chance = 3600;
512 if( dur < 4_hours ) {
513 formication_chance += 14400 - to_turns<int>( dur );
514 }
515 if( one_in( formication_chance ) ) {
516 add_effect( effect_formication, 60_minutes, bp );
517 }
518 if( dur < 1_days && one_in( 14400 ) ) {
519 vomit();
520 }
521 if( dur > 1_days ) {
522 // Spawn some larvae!
523 // Choose how many insects; more for large characters
524 ///\EFFECT_STR_MAX increases number of insects hatched from dermatik infection
525 int num_insects = rng( 1, std::min( 3, str_max / 3 ) );
526 apply_damage( nullptr, convert_bp( bp ).id(), rng( 2, 4 ) * num_insects );
527 // Figure out where they may be placed
529 _( "Your flesh crawls; insects tear through the flesh and begin to emerge!" ),
530 _( "Insects begin to emerge from <npcname>'s skin!" ) );
531 for( ; num_insects > 0; num_insects-- ) {
532 if( monster *const grub = g->place_critter_around( mon_dermatik_larva, pos(), 1 ) ) {
533 if( one_in( 3 ) ) {
534 grub->friendly = -1;
535 }
536 }
537 }
538 g->events().send<event_type::dermatik_eggs_hatch>( getID() );
540 moves -= 600;
541 triggered = true;
542 }
543 if( triggered ) {
544 // Set ourselves up for removal
545 it.set_duration( 0_turns );
546 } else {
547 // Count duration up
548 it.mod_duration( 1_turns );
549 }
550 } else if( id == effect_formication ) {
551 ///\EFFECT_INT decreases occurrence of itching from formication effect
552 if( x_in_y( intense, 600 + 300 * get_int() ) && !has_effect( effect_narcosis ) ) {
553 if( !is_npc() ) {
554 //~ %s is bodypart in accusative.
555 add_msg( m_warning, _( "You start scratching your %s!" ), body_part_name_accusative( bp ) );
556 g->u.cancel_activity();
557 } else if( g->u.sees( pos() ) ) {
558 //~ 1$s is NPC name, 2$s is bodypart in accusative.
559 add_msg( _( "%1$s starts scratching their %2$s!" ), name, body_part_name_accusative( bp ) );
560 }
561 moves -= 150;
562 apply_damage( nullptr, convert_bp( bp ).id(), 1 );
563 }
564 } else if( id == effect_evil ) {
565 // Worn or wielded; diminished effects
566 bool lesserEvil = weapon.has_effect_when_wielded( AEP_EVIL ) ||
568 for( auto &w : worn ) {
569 if( w.has_effect_when_worn( AEP_EVIL ) ) {
570 lesserEvil = true;
571 break;
572 }
573 }
574 if( lesserEvil ) {
575 // Only minor effects, some even good!
576 mod_str_bonus( dur > 450_minutes ? 10.0 : dur / 45_minutes );
577 if( dur < 1_hours ) {
578 mod_dex_bonus( 1 );
579 } else {
580 int dex_mod = -( dur > 360_minutes ? 10.0 : ( dur - 1_hours ) / 30_minutes );
581 mod_dex_bonus( dex_mod );
582 add_miss_reason( _( "Why waste your time on that insignificant speck?" ), -dex_mod );
583 }
584 mod_int_bonus( -( dur > 300_minutes ? 10.0 : ( dur - 50_minutes ) / 25_minutes ) );
585 mod_per_bonus( -( dur > 480_minutes ? 10.0 : ( dur - 80_minutes ) / 40_minutes ) );
586 } else {
587 // Major effects, all bad.
588 mod_str_bonus( -( dur > 500_minutes ? 10.0 : dur / 50_minutes ) );
589 int dex_mod = -( dur > 600_minutes ? 10.0 : dur / 60_minutes );
590 mod_dex_bonus( dex_mod );
591 add_miss_reason( _( "Why waste your time on that insignificant speck?" ), -dex_mod );
592 mod_int_bonus( -( dur > 450_minutes ? 10.0 : dur / 45_minutes ) );
593 mod_per_bonus( -( dur > 400_minutes ? 10.0 : dur / 40_minutes ) );
594 }
595 } else if( id == effect_attention ) {
596 if( intense > 6 ) {
597 if( one_in( 7200 - ( intense * 450 ) ) ) {
599 _( "You feel something reaching out to you, before reality around you frays!" ) );
600 if( has_psy_protection( *this, 10 ) ) {
601 // Transfers half of remaining duration of nether attention, tinfoil only sometimes helps
602 add_effect( effect_teleglow, ( dur / 2 ), num_bp, ( intense / 2 ) );
603 } else {
604 // Transfers all remaining duration of nether attention to dimensional instability
605 add_effect( effect_teleglow, dur, num_bp, intense );
606 }
607 it.set_duration( 0_turns );
608 }
609 if( one_in( 8000 - ( intense * 500 ) ) && one_in( 2 ) ) {
610 if( !is_npc() ) {
611 add_msg( m_bad, _( "You pass out from the strain of something bearing down on your mind." ) );
612 }
613 fall_asleep( 2_hours );
614 if( one_in( 10 ) ) {
615 it.set_duration( 0_turns );
616 }
617 it.mod_duration( -20_minutes * intense );
618 it.mod_intensity( -1 );
619 }
620 }
621 if( intense > 4 ) {
622 if( one_in( 6000 - ( intense * 375 ) ) ) {
623 if( has_psy_protection( *this, 4 ) ) {
624 add_msg_if_player( m_bad, _( "You feel something probing your mind, but it is rebuffed!" ) );
625 } else {
626 add_msg_if_player( m_bad, _( "A terrifying image in the back out your mind paralyzes you." ) );
628 moves -= 4 * get_speed();
629 }
630 it.mod_duration( -10_minutes * intense );
631 if( one_in( 2 ) ) {
632 it.mod_intensity( -1 );
633 }
634 }
635 if( one_turn_in( 1200_minutes - ( intense * 90_minutes ) ) ) {
636 if( has_psy_protection( *this, 4 ) ) {
637 add_msg_if_player( m_bad, _( "You feel a buzzing in the back of your mind, but it passes." ) );
638 } else {
639 add_msg_if_player( m_bad, _( "You feel something scream in the back of your mind!" ) );
640 add_effect( effect_dazed, rng( 1_minutes, 2_minutes ) );
641 }
642 it.mod_duration( -10_minutes * intense );
643 if( one_in( 3 ) ) {
644 it.mod_intensity( -1 );
645 }
646 }
647 }
648 if( intense > 2 ) {
649 if( one_turn_in( 1200_minutes - ( intense * 90_minutes ) ) ) {
650 add_msg_if_player( m_bad, _( "Your vision is filled with bright lights…" ) );
651 add_effect( effect_blind, rng( 1_minutes, 2_minutes ) );
652 it.mod_duration( -10_minutes * intense );
653 if( one_in( 4 ) ) {
654 it.mod_intensity( -1 );
655 }
656 }
657 if( one_in( 5000 ) && !has_effect( effect_nausea ) ) {
658 add_msg_if_player( m_bad, _( "A wave of nausea passes over you." ) );
659 add_effect( effect_nausea, 5_minutes );
660 }
661 }
662 if( one_in( 5000 ) && !has_effect( effect_hallu ) ) {
663 add_msg_if_player( m_bad, _( "Shifting shapes dance on the edge of your vision." ) );
664 add_effect( effect_hallu, 4_hours );
665 it.mod_duration( -10_minutes * intense );
666 }
667 if( one_turn_in( 40_minutes ) ) {
668 if( has_psy_protection( *this, 4 ) ) {
669 add_msg_if_player( m_bad, _( "You feel weird for a moment, but it passes." ) );
670 } else {
671 // Less morale drop and faster decay than Psychosis negative messages, but more frequent
672 const translation snip = SNIPPET.random_from_category( "nether_attention_watching" ).value_or(
673 translation() );
674 add_msg_if_player( m_warning, "%s", snip );
675 add_morale( MORALE_FEELING_BAD, -10, -50, 60_minutes, 20_minutes, true );
676 }
677 }
678 } else if( id == effect_teleglow ) {
679 // Each teleportation increases intensity by 1, 2 intensities per tier of effect.
680 // TODO: Include a chance to teleport to the nether realm.
681 // TODO: This with regards to NPCS
682 if( !is_player() ) {
683 // NO, no teleporting around the player because an NPC has teleglow!
684 return;
685 }
686 if( intense > 6 ) {
687 if( one_in( 6000 - ( intense * 250 ) ) ) {
688 if( !is_npc() ) {
689 add_msg( _( "Glowing lights surround you, and you teleport." ) );
690 }
691 teleport::teleport( *this );
692 g->events().send<event_type::teleglow_teleports>( getID() );
693 if( one_in( 10 ) ) {
694 // Set ourselves up for removal
695 it.set_duration( 0_turns );
696 }
697 // Since teleporting grants 1 intensity and 30 minutes duration,
698 // if it doesn't remove it'll get more intense but shorter.
699 it.mod_duration( -20_minutes * intense );
700 }
701 if( one_in( 7200 - ( intense * 250 ) ) ) {
702 add_msg_if_player( m_bad, _( "You are beset with a vision of a prowling beast." ) );
703 for( const tripoint &dest : g->m.points_in_radius( pos(), 6 ) ) {
704 if( g->m.is_cornerfloor( dest ) ) {
705 g->m.add_field( dest, fd_tindalos_rift, 3 );
706 add_msg_if_player( m_info, _( "Your surroundings are permeated with a foul scent." ) );
707 break;
708 }
709 }
710 if( one_in( 2 ) ) {
711 // Set ourselves up for removal
712 it.set_duration( 0_turns );
713 }
714 it.mod_intensity( -1 );
715 }
716 }
717 if( intense > 4 ) {
718 // Once every 4 hours baseline, once every 2 hours max
719 if( one_turn_in( 14_hours - ( intense * 90_minutes ) ) ) {
720 tripoint dest( 0, 0, posz() );
721 int &x = dest.x;
722 int &y = dest.y;
723 int tries = 0;
724 do {
725 x = posx() + rng( -4, 4 );
726 y = posy() + rng( -4, 4 );
727 tries++;
728 if( tries >= 10 ) {
729 break;
730 }
731 } while( g->critter_at( dest ) );
732 if( tries < 10 ) {
733 if( g->m.impassable( dest ) ) {
734 g->m.make_rubble( dest, f_rubble_rock );
735 }
737 GROUP_NETHER );
738 g->place_critter_at( spawn_details.name, dest );
739 if( g->u.sees( dest ) ) {
740 g->cancel_activity_or_ignore_query( distraction_type::hostile_spotted_far,
741 _( "A monster appears nearby!" ) );
742 add_msg( m_warning, _( "A portal opens nearby, and a monster crawls through!" ) );
743 }
744 it.mod_duration( -10_minutes * intense );
745 it.mod_intensity( -1 );
746 }
747 }
748 if( one_in( 21000 - ( intense * 1125 ) ) ) {
749 add_msg_if_player( m_bad, _( "You shudder suddenly." ) );
750 mutate();
751 it.mod_duration( -10_minutes * intense );
752 if( one_in( 2 ) ) {
753 it.mod_intensity( -1 );
754 }
755 }
756 }
757 if( intense > 2 ) {
758 if( one_in( 10000 ) ) {
759 if( !has_trait( trait_M_IMMUNE ) ) {
760 add_effect( effect_fungus, 1_turns, num_bp );
761 add_msg_if_player( m_bad, _( "You smell mold, and your skin itches." ) );
762 } else {
763 add_msg_if_player( m_info, _( "We have many colonists awaiting passage." ) );
764 }
765 // Set ourselves up for removal
766 it.set_duration( 0_turns );
767 }
768 if( one_in( 5000 ) ) {
769 // Like with the glow anomaly trap, but lower max and bypasses radsuits
770 add_msg_if_player( m_bad, _( "A blue flash of radiation permeates your vision briefly!" ) );
771 irradiate( rng( 10, 20 ), true );
772 it.mod_duration( -10_minutes * intense );
773 if( one_in( 4 ) ) {
774 it.mod_intensity( -1 );
775 }
776 }
777 }
778 if( one_in( 4000 ) ) {
779 add_msg_if_player( m_bad, _( "You're suddenly covered in ectoplasm." ) );
780 add_effect( effect_boomered, 10_minutes );
781 it.mod_duration( -10_minutes * intense );
782 }
783 if( one_in( 5000 ) ) {
784 add_msg_if_player( m_bad, _( "A strange sound reverberates around the edges of reality." ) );
785 // Comparable to the humming anomaly trap, with a narrower range
786 int volume = rng( 25, 150 );
787 std::string sfx;
788 if( volume <= 50 ) {
789 sfx = _( "hrmmm" );
790 } else if( volume <= 100 ) {
791 sfx = _( "HRMMM" );
792 } else {
793 sfx = _( "VRMMMMMM" );
794 }
795 sounds::sound( pos(), volume, sounds::sound_t::activity, sfx, false, "humming", "machinery" );
796 }
797 } else if( id == effect_asthma ) {
799 add_msg_if_player( m_good, _( "Your asthma attack stops." ) );
800 it.set_duration( 0_turns );
801 } else if( dur > 2_hours ) {
802 add_msg_if_player( m_bad, _( "Your asthma overcomes you.\nYou asphyxiate." ) );
803 g->events().send<event_type::dies_from_asthma_attack>( getID() );
804 hurtall( 500, nullptr );
805 } else if( dur > 70_minutes ) {
806 if( one_in( 120 ) ) {
807 add_msg_if_player( m_bad, _( "You wheeze and gasp for air." ) );
808 }
809 }
810 } else if( id == effect_brainworms ) {
811 if( one_in( 1536 ) ) {
812 add_msg_if_player( m_bad, _( "Your head aches faintly." ) );
813 }
814 if( one_in( 6144 ) ) {
815 mod_healthy_mod( -10, -100 );
816 apply_damage( nullptr, bodypart_id( "head" ), rng( 0, 1 ) );
817 if( !has_effect( effect_visuals ) ) {
818 add_msg_if_player( m_bad, _( "Your vision is getting fuzzy." ) );
819 add_effect( effect_visuals, rng( 1_minutes, 60_minutes ) );
820 }
821 }
822 if( one_in( 24576 ) ) {
823 mod_healthy_mod( -10, -100 );
824 apply_damage( nullptr, bodypart_id( "head" ), rng( 1, 2 ) );
825 if( !is_blind() && !sleeping ) {
826 add_msg_if_player( m_bad, _( "Your vision goes black!" ) );
827 add_effect( effect_blind, rng( 5_turns, 20_turns ) );
828 }
829 }
830 } else if( id == effect_tapeworm ) {
831 if( one_in( 3072 ) ) {
832 add_msg_if_player( m_bad, _( "Your bowels ache." ) );
833 }
834 } else if( id == effect_bloodworms ) {
835 if( one_in( 3072 ) ) {
836 add_msg_if_player( m_bad, _( "Your veins itch." ) );
837 }
838 } else if( id == effect_paincysts ) {
839 if( one_in( 3072 ) ) {
840 add_msg_if_player( m_bad, _( "Your muscles feel like they're knotted and tired." ) );
841 }
842 } else if( id == effect_datura ) {
843 if( dur > 100_minutes && focus_pool >= 1 && one_in( 24 ) ) {
844 focus_pool--;
845 }
846 if( dur > 200_minutes && one_in( 48 ) && get_stim() < 20 ) {
847 mod_stim( 1 );
848 }
849 if( dur > 300_minutes && focus_pool >= 1 && one_in( 12 ) ) {
850 focus_pool--;
851 }
852 if( dur > 400_minutes && one_in( 384 ) ) {
853 mod_pain( rng( -1, -8 ) );
854 }
855 if( ( !has_effect( effect_hallu ) ) && ( dur > 500_minutes && one_in( 24 ) ) ) {
856 add_effect( effect_hallu, 6_hours );
857 }
858 if( dur > 600_minutes && one_in( 768 ) ) {
859 mod_pain( rng( -3, -24 ) );
860 if( dur > 800_minutes && one_in( 16 ) ) {
862 _( "You're experiencing loss of basic motor skills and blurred vision. Your mind recoils in horror, unable to communicate with your spinal column." ) );
863 add_msg_if_player( m_bad, _( "You stagger and fall!" ) );
864 add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
865 if( one_in( 8 ) || x_in_y( character_effects::vomit_mod( *this ), 10 ) ) {
866 vomit();
867 }
868 }
869 }
870 if( dur > 700_minutes && focus_pool >= 1 ) {
871 focus_pool--;
872 }
873 if( dur > 800_minutes && one_in( 1536 ) ) {
874 add_effect( effect_visuals, rng( 4_minutes, 20_minutes ) );
875 mod_pain( rng( -8, -40 ) );
876 }
877 if( dur > 1200_minutes && one_in( 1536 ) ) {
878 add_msg_if_player( m_bad, _( "There's some kind of big machine in the sky." ) );
879 add_effect( effect_visuals, rng( 8_minutes, 40_minutes ) );
880 if( one_in( 32 ) ) {
881 add_msg_if_player( m_bad, _( "It's some kind of electric snake, coming right at you!" ) );
882 mod_pain( rng( 4, 40 ) );
883 vomit();
884 }
885 }
886 if( dur > 1400_minutes && one_in( 768 ) ) {
888 _( "Order us some golf shoes, otherwise we'll never get out of this place alive." ) );
889 add_effect( effect_visuals, rng( 40_minutes, 200_minutes ) );
890 if( one_in( 8 ) ) {
892 _( "The possibility of physical and mental collapse is now very real." ) );
893 if( one_in( 2 ) || x_in_y( character_effects::vomit_mod( *this ), 10 ) ) {
894 add_msg_if_player( m_bad, _( "No one should be asked to handle this trip." ) );
895 vomit();
896 mod_pain( rng( 8, 40 ) );
897 }
898 }
899 }
900
901 if( dur > 1800_minutes && one_in( 300 * 512 ) ) {
902 if( !has_trait( trait_NOPAIN ) ) {
904 _( "Your heart spasms painfully and stops, dragging you back to reality as you die." ) );
905 } else {
907 _( "You dissolve into beautiful paroxysms of energy. Life fades from your nebulae and you are no more." ) );
908 }
909 g->events().send<event_type::dies_from_drug_overdose>( getID(), id );
910 set_part_hp_cur( bodypart_id( "torso" ), 0 );
911 }
912 } else if( id == effect_grabbed ) {
914 int zed_number = 0;
915 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
916 const monster *const mon = g->critter_at<monster>( dest );
917 if( mon && mon->has_effect( effect_grabbing ) ) {
918 zed_number += mon->get_grab_strength();
919 }
920 }
921 if( zed_number > 0 ) {
922 //If intensity isn't pass the cap, average it with # of zeds
923 add_effect( effect_grabbed, 2_turns, bp_torso, ( intense + zed_number ) / 2 );
924 }
925 } else if( id == effect_bite ) {
926 bool recovered = false;
927 /* Recovery chances, use binomial distributions if balancing here. Healing in the bite
928 * stage provides additional benefits, so both the bite stage chance of healing and
929 * the cumulative chances for spontaneous healing are both given.
930 * Cumulative heal chances for the bite + infection stages:
931 * -200 health - 38.6%
932 * 0 health - 46.8%
933 * 200 health - 53.7%
934 *
935 * Heal chances in the bite stage:
936 * -200 health - 23.4%
937 * 0 health - 28.3%
938 * 200 health - 32.9%
939 *
940 * Cumulative heal chances the bite + infection stages with the resistant mutation:
941 * -200 health - 82.6%
942 * 0 health - 84.5%
943 * 200 health - 86.1%
944 *
945 * Heal chances in the bite stage with the resistant mutation:
946 * -200 health - 60.7%
947 * 0 health - 63.2%
948 * 200 health - 65.6%
949 */
950 if( dur % 10_turns == 0_turns ) {
951 int recover_factor = 100;
952 if( has_effect( effect_recover ) ) {
953 recover_factor -= get_effect_dur( effect_recover ) / 1_hours;
954 }
955 if( has_trait( trait_INFRESIST ) ) {
956 recover_factor += 200;
957 }
958 if( has_effect( effect_panacea ) ) {
959 recover_factor = 648000; //panacea is a guaranteed cure
960 } else if( has_effect( effect_strong_antibiotic ) ) {
961 recover_factor += 400;
962 } else if( has_effect( effect_antibiotic ) ) {
963 recover_factor += 200;
964 } else if( has_effect( effect_weak_antibiotic ) ) {
965 recover_factor += 100;
966 }
967 recover_factor += get_healthy() / 10;
968
969 if( x_in_y( recover_factor, 648000 ) ) {
970 //~ %s is bodypart name.
971 add_msg_if_player( m_good, _( "Your %s wound begins to feel better!" ),
972 body_part_name( bp ) );
973 // Set ourselves up for removal
974 it.set_duration( 0_turns );
975 recovered = true;
976 }
977 }
978 if( !recovered ) {
979 // Move up to infection
980 // Infection resistance can keep us in bite phase arbitrarily long
981 if( dur > 6_hours && !has_trait( trait_INFRESIST ) ) {
982 add_effect( effect_infected, 1_turns, bp );
983 // Set ourselves up for removal
984 it.set_duration( 0_turns );
985 } else if( has_effect( effect_strong_antibiotic ) ) {
986 // Strong antibiotic reverses progress
987 it.mod_duration( -1_turns );
988 } else if( has_effect( effect_antibiotic ) ) {
989 // Normal antibiotic prevents progression
990 } else if( has_effect( effect_weak_antibiotic ) ) {
991 if( calendar::once_every( 4_turns ) ) {
992 // Weak antibiotic slows down to a quarter
993 it.mod_duration( 1_turns );
994 }
995 } else {
996 it.mod_duration( 1_turns );
997 }
998 }
999 } else if( id == effect_infected ) {
1000 bool recovered = false;
1001 // Recovery chance, use binomial distributions if balancing here.
1002 // See "bite" for balancing notes on this.
1003 if( dur % 10_turns == 0_turns ) {
1004 int recover_factor = 100;
1005 if( has_effect( effect_recover ) ) {
1006 recover_factor -= get_effect_dur( effect_recover ) / 1_hours;
1007 }
1008 if( has_trait( trait_INFRESIST ) ) {
1009 recover_factor += 200;
1010 }
1011 if( has_effect( effect_panacea ) ) {
1012 recover_factor = 5184000;
1013 } else if( has_effect( effect_strong_antibiotic ) ) {
1014 recover_factor += 400;
1015 } else if( has_effect( effect_antibiotic ) ) {
1016 recover_factor += 200;
1017 } else if( has_effect( effect_weak_antibiotic ) ) {
1018 recover_factor += 100;
1019 }
1020 recover_factor += get_healthy() / 10;
1021
1022 if( x_in_y( recover_factor, 5184000 ) ) {
1023 //~ %s is bodypart name.
1024 add_msg_if_player( m_good, _( "Your %s wound begins to feel better!" ),
1025 body_part_name( bp ) );
1026 add_effect( effect_recover, 4 * dur );
1027 // Set ourselves up for removal
1028 it.set_duration( 0_turns );
1029 recovered = true;
1030 }
1031 }
1032 if( !recovered ) {
1033 // Don't kill if the player is on antibiotics
1035 it.mod_duration( -1_turns );
1036 } else if( has_effect( effect_antibiotic ) ) {
1037 // No progression
1038 } else if( has_effect( effect_weak_antibiotic ) ) {
1039 if( calendar::once_every( 4_turns ) ) {
1040 it.mod_duration( 1_turns );
1041 }
1042 } else if( dur > 1_days ) {
1043 add_msg_if_player( m_bad, _( "You succumb to the infection." ) );
1044 g->events().send<event_type::dies_of_infection>( getID() );
1045 hurtall( 500, nullptr );
1046 } else {
1047 it.mod_duration( 1_turns );
1048 }
1049 }
1050 } else if( id == effect_lying_down ) {
1051 set_moves( 0 );
1052 if( character_funcs::roll_can_sleep( *this ) ) {
1053 fall_asleep();
1054 // Set ourselves up for removal
1055 it.set_duration( 0_turns );
1056 }
1057 if( dur == 1_turns && !sleeping ) {
1058 add_msg_if_player( _( "You try to sleep, but can't…" ) );
1059 }
1060 } else if( id == effect_sleep ) {
1061 set_moves( 0 );
1062 if( is_avatar() ) {
1064 }
1065
1066 if( has_effect( effect_narcosis ) && get_fatigue() <= 25 ) {
1067 set_fatigue( 25 ); //Prevent us from waking up naturally while under anesthesia
1068 }
1069
1070 if( get_fatigue() <= 10 && !has_effect( effect_narcosis ) ) {
1071 set_fatigue( 0 );
1073 add_msg_if_player( m_good, _( "You feel well rested." ) );
1074 } else {
1076 _( "You feel physically rested, but you haven't been able to catch up on your missed sleep yet." ) );
1077 }
1078 it.set_duration( 0_seconds );
1079 }
1080
1081 // TODO: Move this to update_needs when NPCs can mutate
1082 if( calendar::once_every( 10_minutes ) && ( has_trait( trait_CHLOROMORPH ) ||
1084 g->m.is_outside( pos() ) ) {
1085 if( has_trait( trait_CHLOROMORPH ) ) {
1086 // Hunger and thirst fall before your Chloromorphic physiology!
1087 if( g->natural_light_level( posz() ) >= 12 &&
1088 get_weather().weather_id->sun_intensity >= sun_intensity_type::light ) {
1089 if( get_stored_kcal() < max_stored_kcal() - 50 ) {
1090 mod_stored_kcal( 50 );
1091 }
1093 mod_thirst( -5 );
1094 }
1095 }
1096 }
1097 if( has_trait( trait_M_SKIN3 ) ) {
1098 // Spores happen!
1099 if( g->m.has_flag_ter_or_furn( "FUNGUS", pos() ) ) {
1100 if( get_fatigue() >= 0 ) {
1101 mod_fatigue( -5 ); // Local guides need less sleep on fungal soil
1102 }
1103 if( calendar::once_every( 1_hours ) ) {
1104 spores(); // spawn some P O O F Y B O I S
1105 }
1106 }
1107 }
1108 if( has_trait( trait_WATERSLEEP ) ) {
1109 mod_fatigue( -3 ); // Fish sleep less in water
1110 }
1111 }
1112
1113 // Check mutation category strengths to see if we're mutated enough to get a dream
1114 std::string highcat = get_highest_category();
1115 int highest = mutation_category_level[highcat];
1116
1117 // Determine the strength of effects or dreams based upon category strength
1118 int strength = 0; // Category too weak for any effect or dream
1119 if( crossed_threshold() ) {
1120 strength = 4; // Post-human.
1121 } else if( highest >= 20 && highest < 35 ) {
1122 strength = 1; // Low strength
1123 } else if( highest >= 35 && highest < 50 ) {
1124 strength = 2; // Medium strength
1125 } else if( highest >= 50 ) {
1126 strength = 3; // High strength
1127 }
1128
1129 // Get a dream if category strength is high enough.
1130 if( strength != 0 ) {
1131 //Once every 6 / 3 / 2 hours, with a bit of randomness
1132 if( calendar::once_every( 6_hours / strength ) && one_in( 3 ) ) {
1133 // Select a dream
1134 std::string dream = dreams::get_random_for_category( highcat, strength );
1135 if( !dream.empty() ) {
1137 }
1138 // Mycus folks upgrade in their sleep.
1139 if( has_trait( trait_THRESH_MYCUS ) ) {
1140 if( one_in( 8 ) ) {
1141 mutate_category( "MYCUS" );
1142 mod_stored_nutr( 10 );
1143 mod_thirst( 10 );
1144 mod_fatigue( 5 );
1145 }
1146 }
1147 }
1148 }
1149
1150 bool woke_up = false;
1151 int tirednessVal = rng( 5, 200 ) + rng( 0, std::abs( get_fatigue() * 2 * 5 ) );
1152 if( !is_blind() && !has_effect( effect_narcosis ) ) {
1153 if( !has_trait(
1154 trait_SEESLEEP ) ) { // People who can see while sleeping are acclimated to the light.
1156 // So you can too sleep through noon
1157 if( ( tirednessVal * 1.25 ) < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1158 one_in( get_fatigue() / 2 ) ) ) {
1159 add_msg_if_player( _( "It's too bright to sleep." ) );
1160 // Set ourselves up for removal
1161 it.set_duration( 0_turns );
1162 woke_up = true;
1163 }
1164 // Ursine hibernators would likely do so indoors. Plants, though, might be in the sun.
1165 } else if( has_trait( trait_HIBERNATE ) ) {
1166 if( ( tirednessVal * 5 ) < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1167 one_in( get_fatigue() / 2 ) ) ) {
1168 add_msg_if_player( _( "It's too bright to sleep." ) );
1169 // Set ourselves up for removal
1170 it.set_duration( 0_turns );
1171 woke_up = true;
1172 }
1173 } else if( tirednessVal < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1174 one_in( get_fatigue() / 2 ) ) ) {
1175 add_msg_if_player( _( "It's too bright to sleep." ) );
1176 // Set ourselves up for removal
1177 it.set_duration( 0_turns );
1178 woke_up = true;
1179 }
1180 } else if( has_active_mutation( trait_SEESLEEP ) ) {
1181 Creature *hostile_critter = g->is_hostile_very_close();
1182 if( hostile_critter != nullptr ) {
1183 add_msg_if_player( _( "You see %s approaching!" ),
1184 hostile_critter->disp_name() );
1185 it.set_duration( 0_turns );
1186 woke_up = true;
1187 }
1188 }
1189 }
1190
1191 // Have we already woken up?
1192 if( !woke_up && !has_effect( effect_narcosis ) ) {
1193 // Cold or heat may wake you up.
1194 // Player will sleep through cold or heat if fatigued enough
1195 for( const body_part bp : all_body_parts ) {
1196 if( temp_cur[bp] < BODYTEMP_VERY_COLD - get_fatigue() / 2 ) {
1197 if( one_in( 30000 ) ) {
1198 add_msg_if_player( _( "You toss and turn trying to keep warm." ) );
1199 }
1200 if( temp_cur[bp] < BODYTEMP_FREEZING - get_fatigue() / 2 ||
1201 one_in( temp_cur[bp] * 6 + 30000 ) ) {
1202 add_msg_if_player( m_bad, _( "It's too cold to sleep." ) );
1203 // Set ourselves up for removal
1204 it.set_duration( 0_turns );
1205 woke_up = true;
1206 break;
1207 }
1208 } else if( temp_cur[bp] > BODYTEMP_VERY_HOT + get_fatigue() / 2 ) {
1209 if( one_in( 30000 ) ) {
1210 add_msg_if_player( _( "You toss and turn in the heat." ) );
1211 }
1212 if( temp_cur[bp] > BODYTEMP_SCORCHING + get_fatigue() / 2 ||
1213 one_in( 90000 - temp_cur[bp] ) ) {
1214 add_msg_if_player( m_bad, _( "It's too hot to sleep." ) );
1215 // Set ourselves up for removal
1216 it.set_duration( 0_turns );
1217 woke_up = true;
1218 break;
1219 }
1220 }
1221 }
1223 one_in( 43200 ) && is_player() ) ) {
1224 if( one_in( 2 ) ) {
1225 sound_hallu();
1226 } else {
1227 int max_count = rng( 1, 3 );
1228 int count = 0;
1229 for( const tripoint &mp : g->m.points_in_radius( pos(), 1 ) ) {
1230 if( mp == pos() ) {
1231 continue;
1232 }
1233 if( g->m.has_flag( "FLAT", mp ) &&
1234 g->m.pl_sees( mp, 2 ) ) {
1235 g->spawn_hallucination( mp );
1236 if( ++count > max_count ) {
1237 break;
1238 }
1239 }
1240 }
1241 }
1242 it.set_duration( 0_turns );
1243 woke_up = true;
1244 }
1245 }
1246
1247 // A bit of a hack: check if we are about to wake up for any reason, including regular
1248 // timing out of sleep
1249 if( dur == 1_turns || woke_up ) {
1250 wake_up();
1251 }
1252 } else if( id == effect_alarm_clock ) {
1253 if( in_sleep_state() ) {
1254 const bool asleep = has_effect( effect_sleep );
1255 if( has_bionic( bio_watch ) ) {
1256 if( dur == 1_turns ) {
1257 if( !asleep ) {
1258 add_msg_if_player( _( "Your internal chronometer went off and you haven't slept a wink." ) );
1260 } else {
1261 // Secure the flag before wake_up() clears the effect
1262 bool slept_through = has_effect( effect_slept_through_alarm );
1263 wake_up();
1264 if( slept_through ) {
1265 add_msg_if_player( _( "Your internal chronometer finally wakes you up." ) );
1266 } else {
1267 add_msg_if_player( _( "Your internal chronometer wakes you up." ) );
1268 }
1269 }
1270 }
1271 } else {
1272 if( asleep && dur == 1_turns ) {
1275 }
1276 // 10 minute automatic snooze
1277 it.mod_duration( 10_minutes );
1278 } else if( dur == 2_turns ) {
1279 // let the sound code handle the wake-up part
1280 sounds::sound( pos(), 16, sounds::sound_t::alarm, _( "beep-beep-beep!" ), false, "tool",
1281 "alarm_clock" );
1282 }
1283 }
1284 } else {
1285 if( dur == 1_turns ) {
1286 if( is_avatar() && has_alarm_clock() ) {
1287 sounds::sound( pos(), 16, sounds::sound_t::alarm, _( "beep-beep-beep!" ), false, "tool",
1288 "alarm_clock" );
1289 const std::string alarm = _( "Your alarm is going off." );
1290 g->cancel_activity_or_ignore_query( distraction_type::alert, alarm );
1291 add_msg( _( "Your alarm went off." ) );
1292 }
1293 }
1294 }
1295 } else if( id == effect_mending ) {
1296 if( !is_limb_broken( convert_bp( bp ) ) ) {
1297 it.set_duration( 0_turns );
1298 }
1299 } else if( id == effect_disabled ) {
1300 if( !is_limb_broken( convert_bp( bp ) ) ) {
1302 }
1303 } else if( id == effect_panacea ) {
1304 // restore health all body parts, dramatically reduce pain
1305 healall( 1 );
1306 mod_pain( -10 );
1307 }
1308}
bool has_psy_protection(const Character &c, int partial_chance)
Returns true if the player has a psyshield artifact, or sometimes if wearing tinfoil.
void mutate_category(const std::string &mut_cat)
Picks a random valid mutation in a category and mutate_towards() it.
Definition: mutation.cpp:1019
void sound_hallu()
Creates an auditory hallucination.
Definition: suffer.cpp:1681
void wake_up()
Removes "sleep" and "lying_down".
Definition: character.cpp:7554
int posz() const override
Definition: character.h:800
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4193
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4188
void mutate()
Picks a random valid mutation and gives it to the Character, possibly removing/changing others along ...
Definition: mutation.cpp:820
bool crossed_threshold() const
Returns true if the player has crossed a mutation threshold Player can only cross one mutation thresh...
Definition: character.cpp:8693
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6258
bool has_alarm_clock() const
Returns true if the player or their vehicle has an alarm clock.
Definition: character.cpp:713
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4183
std::string get_highest_category() const
Returns the highest mutation category.
Definition: character.cpp:7818
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4313
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8638
int get_speed() const override
Definition: character.cpp:4133
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1507
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4198
virtual int get_num_blocks_bonus() const
Definition: creature.cpp:1468
virtual void set_num_blocks_bonus(int nblocks)
Definition: creature.cpp:1739
void set_moves(int nmoves)
Definition: creature.cpp:1432
static MonsterGroupResult GetResultFromGroup(const mongroup_id &group, int *quantity=nullptr)
Definition: mongroup.cpp:98
void set_duration(const time_duration &dur, bool alert=false)
Sets the duration, capping at max_duration if it exists.
Definition: effect.cpp:805
int mod_intensity(int mod, bool alert=false)
Modify intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:886
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
bool has_effect_when_carried(art_effect_passive effect) const
Does the item provide the artifact effect when it is carried?
Definition: item.cpp:9757
bool has_effect_when_wielded(art_effect_passive effect) const
Does the item provide the artifact effect when it is wielded?
Definition: item.cpp:9739
static const ma_buff * from_effect(const effect &eff)
int get_grab_strength() const
Definition: monster.cpp:2015
Definition: player.h:84
@ AEP_EVIL
Definition: enums.h:127
@ AEP_SCHIZO
Definition: enums.h:128
@ dies_from_asthma_attack
@ dermatik_eggs_hatch
@ teleglow_teleports
field_type_id fd_tindalos_rift
Definition: field_type.cpp:387
input_manager inp_mngr
Definition: input.cpp:109
furn_id f_rubble_rock
Definition: mapdata.cpp:1099
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
double vomit_mod(const Character &ch)
Returns the modifier value used for vomiting effects.
bool roll_can_sleep(Character &who)
Checked each turn during "lying_down", returns true if the avatar falls asleep.
constexpr size_t count()
Definition: fmtlib_core.h:1073
std::string get_random_for_category(const std::string &cat, int strength)
Returns a random dream description that matches given category and strength.
Definition: sounds.h:92
static const trait_id trait_M_SKIN3("M_SKIN3")
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_downed("downed")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_blind("blind")
static const efftype_id effect_datura("datura")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_dermatik("dermatik")
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_infected("infected")
static const efftype_id effect_cold("cold")
static const efftype_id effect_attention("attention")
static const efftype_id effect_recover("recover")
static const efftype_id effect_asthma("asthma")
static const efftype_id effect_antibiotic("antibiotic")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static void eff_fun_bloated(player &u, effect &it)
static const efftype_id effect_hallu("hallu")
static void eff_fun_cold(player &u, effect &it)
static const efftype_id effect_bite("bite")
static const mtype_id mon_dermatik_larva("mon_dermatik_larva")
static const trait_id trait_THRESH_MYCUS("THRESH_MYCUS")
static const efftype_id effect_tapeworm("tapeworm")
static const efftype_id effect_boomered("boomered")
static const trait_id trait_HIBERNATE("HIBERNATE")
static const trait_id trait_SEESLEEP("SEESLEEP")
static const efftype_id effect_hot("hot")
static const mongroup_id GROUP_NETHER("GROUP_NETHER")
static void eff_fun_hot(player &u, effect &it)
static void eff_fun_bleed(player &u, effect &it)
static const efftype_id effect_spores("spores")
static const efftype_id effect_evil("evil")
static const trait_id trait_INFRESIST("INFRESIST")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_weak_antibiotic("weak_antibiotic")
static void eff_fun_fungus(player &u, effect &it)
static const efftype_id effect_panacea("panacea")
static const efftype_id effect_visuals("visuals")
static const efftype_id effect_dazed("dazed")
static void eff_fun_toxin_buildup(player &u, effect &it)
static void eff_fun_spores(player &u, effect &it)
static const bionic_id bio_watch("bio_watch")
static const efftype_id effect_paincysts("paincysts")
static const efftype_id effect_toxin_buildup("toxin_buildup")
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_bloated("bloated")
static void eff_fun_mutating(player &u, effect &it)
static const efftype_id effect_fearparalyze("fearparalyze")
static const efftype_id effect_strong_antibiotic("strong_antibiotic")
static const trait_id trait_CHLOROMORPH("CHLOROMORPH")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const efftype_id effect_nausea("nausea")
static const efftype_id effect_rat("rat")
static void eff_fun_frostbite(player &u, effect &it)
static void eff_fun_onfire(player &u, effect &it)
static const efftype_id effect_lying_down("lying_down")
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static void eff_fun_rat(player &u, effect &it)
static const efftype_id effect_mutating("mutating")
static void eff_fun_hallu(player &u, effect &it)
static const efftype_id effect_formication("formication")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")
static const efftype_id effect_mending("mending")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_disabled("disabled")
static const efftype_id effect_alarm_clock("alarm_clock")
static const trait_id trait_NOPAIN("NOPAIN")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const efftype_id effect_brainworms("brainworms")
static const efftype_id effect_onfire("onfire")
static const efftype_id effect_frostbite("frostbite")
bool one_turn_in(const time_duration &duration)
Definition: rng.cpp:70
mtype_id name
Definition: mongroup.h:53

References _, activity, sounds::activity, Creature::add_effect(), add_miss_reason(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_EVIL, AEP_SCHIZO, sounds::alarm, alert, all_body_parts, apply_damage(), Creature::as_player(), bio_watch, body_part_name(), body_part_name_accusative(), BODYTEMP_FREEZING, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_torso, convert_bp(), detail::count(), crossed_threshold(), dermatik_eggs_hatch, dies_from_asthma_attack, dies_from_drug_overdose, dies_of_infection, Creature::disp_name(), eff_fun_bleed(), eff_fun_bloated(), eff_fun_cold(), eff_fun_frostbite(), eff_fun_fungus(), eff_fun_hallu(), eff_fun_hot(), eff_fun_mutating(), eff_fun_onfire(), eff_fun_rat(), eff_fun_spores(), eff_fun_toxin_buildup(), effect_adrenaline, effect_alarm_clock, effect_antibiotic, effect_asthma, effect_attention, effect_bite, effect_bleed, effect_blind, effect_bloated, effect_bloodworms, effect_boomered, effect_brainworms, effect_cold, effect_datura, effect_dazed, effect_dermatik, effect_disabled, effect_downed, effect_evil, effect_fearparalyze, effect_formication, effect_frostbite, effect_fungus, effect_grabbed, effect_grabbing, effect_hallu, effect_hot, effect_infected, effect_lying_down, effect_mending, effect_mutating, effect_narcosis, effect_nausea, effect_onfire, effect_paincysts, effect_panacea, effect_rat, effect_recover, effect_sleep, effect_slept_through_alarm, effect_spores, effect_strong_antibiotic, effect_tapeworm, effect_teleglow, effect_toxin_buildup, effect_visuals, effect_weak_antibiotic, f_rubble_rock, fall_asleep(), fd_tindalos_rift, focus_pool, ma_buff::from_effect(), g, effect::get_bp(), effect::get_duration(), Creature::get_effect_dur(), get_fatigue(), monster::get_grab_strength(), get_healthy(), get_highest_category(), effect::get_id(), get_int(), effect::get_intensity(), Creature::get_num_blocks_bonus(), dreams::get_random_for_category(), get_sleep_deprivation(), get_speed(), get_stim(), get_stored_kcal(), get_thirst(), get_weather(), getID(), MonsterGroupManager::GetResultFromGroup(), GROUP_NETHER, harmless, has_active_mutation(), has_alarm_clock(), has_artifact_with(), has_bionic(), Creature::has_effect(), item::has_effect_when_carried(), item::has_effect_when_wielded(), has_psy_protection(), has_trait(), healall(), hostile_spotted_far, hurtall(), id, in_sleep_state(), inp_mngr, irradiate(), Creature::is_avatar(), is_blind(), is_limb_broken(), Creature::is_npc(), Creature::is_player(), light, m_bad, m_good, m_info, m_warning, max_stored_kcal(), mod_dex_bonus(), effect::mod_duration(), mod_fatigue(), mod_healthy_mod(), mod_int_bonus(), effect::mod_intensity(), mod_pain(), mod_per_bonus(), mod_stim(), mod_stored_kcal(), mod_stored_nutr(), mod_str_bonus(), mod_thirst(), mon_dermatik_larva, MORALE_FEELING_BAD, Creature::moves, mutate(), mutate_category(), mutation_category_level, name, MonsterGroupResult::name, num_bp, calendar::once_every(), one_in(), one_turn_in(), pos(), posx(), posy(), posz(), input_manager::pump_events(), snippet_library::random_from_category(), Creature::remove_effect(), rng(), character_funcs::roll_can_sleep(), effect::set_duration(), set_fatigue(), Creature::set_moves(), Creature::set_num_blocks_bonus(), Creature::set_part_hp_cur(), player_activity::set_to_null(), SNIPPET, sounds::sound(), sound_hallu(), spores(), str_max, teleglow_teleports, teleport::teleport(), temp_cur, body_part_type::token, trait_CHLOROMORPH, trait_HEAVYSLEEPER2, trait_HIBERNATE, trait_INFRESIST, trait_M_IMMUNE, trait_M_SKIN3, trait_NOPAIN, trait_SCHIZOPHRENIC, trait_SEESLEEP, trait_THRESH_MYCUS, trait_WATERSLEEP, turgid, vomit(), character_effects::vomit_mod(), wake_up(), weapon, worn, tripoint::x, x_in_y(), and tripoint::y.

Referenced by process_one_effect().

◆ has_active_bionic()

bool Character::has_active_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id and it is powered on.

Definition at line 1813 of file character.cpp.

1814{
1815 for( const bionic &i : *my_bionics ) {
1816 if( i.id == b ) {
1817 return ( i.powered && i.incapacitated_time == 0_turns );
1818 }
1819 }
1820 return false;
1821}

References b, and my_bionics.

Referenced by absorb_hit(), activate_bionic(), active_light(), adjust_for_focus(), attack_cost(), basic_symbol_color(), burn_move_stamina(), character_martial_arts::can_arm_block(), can_feed_furnace_with(), character_martial_arts::can_leg_block(), comestible_inventory_preset::comestible_inventory_preset(), crit_chance(), avatar::do_read(), do_skill_rust(), game::do_turn(), draw_bionics_titlebar(), draw_skills_tab(), iuse::ehandcuffs(), npc::finish_read(), get_env_resist(), get_hit_weapon(), ranged::gunmode_checks_weapon(), game::handle_action(), has_fire(), has_nv(), hearing_ability(), impact(), in_climate_control(), is_blind(), is_deaf(), is_immune_damage(), is_immune_field(), ma_requirements::is_valid_character(), game::item_action_menu(), trapfunc::ledge(), melee_attack(), melee_special_effects(), modify_morale(), game::monmove(), mut_cbm_encumb(), on_hit(), game::on_move_effects(), perform_technique(), character_martial_arts::pick_style(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), map::player_in_field(), process_items(), character_funcs::rate_sleep_spot(), recalc_sight_limits(), npc::recharge_cbm(), game::remoteveh(), reset_stats(), mattack::riotbot(), roll_bash_damage(), character_funcs::roll_can_sleep(), roll_cut_damage(), roll_stab_damage(), run_cost(), character_funcs::search_surroundings(), sees_with_specials(), game::setremoteveh(), iuse::solarpack(), ranged::throw_item(), throw_range(), avatar_funcs::try_to_sleep(), character_funcs::try_uncanny_dodge(), update_health(), update_needs(), update_stamina(), use_charges(), use_fire(), and npc::wants_to_recharge_cbm().

◆ has_active_item()

bool Character::has_active_item ( const itype_id id) const

Whether the player carries an active item of the given item type.

Definition at line 2496 of file character.cpp.

2497{
2498 return has_item_with( [id]( const item & it ) {
2499 return it.active && it.typeId() == id;
2500 } );
2501}

References item::active, visitable< Character >::has_item_with(), and item::typeId().

Referenced by deactivate_bionic(), game::handle_action(), iuse::mp3(), game::remoteveh(), and game::setremoteveh().

◆ has_active_mutation()

◆ has_activity() [1/2]

bool Character::has_activity ( const activity_id type) const

◆ has_activity() [2/2]

bool Character::has_activity ( const std::vector< activity_id > &  types) const

Check if player currently has any of the given activities.

Definition at line 9204 of file character.cpp.

9205{
9206 return std::find( types.begin(), types.end(), activity.id() ) != types.end();
9207}
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)

References activity, detail::find(), and player_activity::id().

◆ has_addiction()

bool Character::has_addiction ( add_type  type) const

Returns true if the player has an addiction of the specified type.

Definition at line 1913 of file suffer.cpp.

1914{
1915 return std::any_of( addictions.begin(), addictions.end(),
1916 [type]( const addiction & ad ) {
1917 return ad.type == type && ad.intensity >= MIN_ADDICTION_LEVEL;
1918 } );
1919}

References addictions, and type.

Referenced by character_funcs::rate_sleep_spot().

◆ has_alarm_clock()

bool Character::has_alarm_clock ( ) const

Returns true if the player or their vehicle has an alarm clock.

Definition at line 713 of file character.cpp.

714{
715 map &here = get_map();
716 return ( has_item_with_flag( "ALARMCLOCK", true ) ||
717 ( here.veh_at( pos() ) &&
718 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "ALARMCLOCK" ) ) ) ||
720}
static const bionic_id bio_watch("bio_watch")
bool has_item_with_flag(const std::string &flag, bool need_charges=false) const
Definition: character.cpp:9561

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by hardcoded_effects(), sleep(), and wait().

◆ has_any_bionic()

bool Character::has_any_bionic ( ) const

Returns true if the player has any bionic.

Definition at line 1823 of file character.cpp.

1824{
1825 return !get_bionics().empty();
1826}

References get_bionics().

Referenced by mattack::nurse_operate().

◆ has_artifact_with()

bool Character::has_artifact_with ( art_effect_passive  effect) const
virtual

Reimplemented in npc.

Definition at line 3199 of file character.cpp.

3200{
3202 return true;
3203 }
3204 for( auto &i : worn ) {
3205 if( i.has_effect_when_worn( effect ) ) {
3206 return true;
3207 }
3208 }
3209 return has_item_with( [effect]( const item & it ) {
3210 return it.has_effect_when_carried( effect );
3211 } );
3212}

References item::has_effect_when_carried(), item::has_effect_when_wielded(), visitable< Character >::has_item_with(), weapon, and worn.

Referenced by active_light(), basic_symbol_color(), deal_damage(), item::food_info(), hardcoded_effects(), is_immune_damage(), is_invisible(), melee_attack(), map::open_door(), recalc_sight_limits(), recalc_speed_bonus(), suffer_from_artifacts(), suffer_while_awake(), update_health(), game::walk_move(), and weight_capacity().

◆ has_base_trait()

bool Character::has_base_trait ( const trait_id b) const

Returns true if the player has the entered starting trait.

Definition at line 119 of file mutation.cpp.

120{
121 // Look only at base traits
122 return my_traits.find( b ) != my_traits.end();
123}

References b, and my_traits.

Referenced by build_mut_dependency_map(), do_purify(), wish_mutate_callback::key(), mutate_towards(), old_mutate(), iuse::purify_iv(), iuse::purify_smart(), remove_mutation(), detail::show_mutations_ui_internal(), and debug_menu::wishmutate().

◆ has_bionic()

bool Character::has_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id.

Definition at line 1803 of file character.cpp.

1804{
1805 for( const bionic_id &bid : get_bionics() ) {
1806 if( bid == b ) {
1807 return true;
1808 }
1809 }
1810 return false;
1811}

References b, and get_bionics().

Referenced by npc::activate_bionic_by_id(), add_bionic(), iexamine::autodoc(), autodoc_internal(), bionics_install_failure(), talk_trial::calc_chance(), calc_needs_rates(), character_martial_arts::can_arm_block(), character_martial_arts::can_leg_block(), npc::can_read(), can_uninstall_bionic(), install_bionic_actor::can_use(), item::color_in_inventory(), consume_effects(), consume_med(), activity_handlers::cracking_do_turn(), deactivate_bionic(), npc::deactivate_bionic_by_id(), draw_env_compact(), draw_speed_tab(), draw_time_classic(), eat(), iuse::einktabletpc(), iexamine::fireplace(), item::food_info(), avatar::get_book_reader(), bionic_install_preset::get_denial(), bionic_install_surgeon_preset::get_denial(), get_temp(), ranged::get_weapon_dispersion(), hardcoded_effects(), has_alarm_clock(), has_enough_anesth(), has_fire(), has_watch(), is_immune_effect(), player::load(), game::on_move_effects(), activity_handlers::operation_do_turn(), overmap_sight_range(), iexamine::pay_gas(), sounds::process_sound_markers(), read_speed(), recalc_sight_limits(), recalc_speed_bonus(), iuse::robotcontrol(), roll_cut_damage(), roll_stab_damage(), run_cost(), iexamine::safe(), conditional_t< T >::set_has_bionics(), sight_impaired(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_from_sunburn(), suffer_while_underwater(), try_start_hacking(), update_bodytemp(), consume_drug_iuse::use(), npc::use_bionic_by_id(), game::use_computer(), use_fire(), volume_capacity_reduced_by(), avatar::wake_up(), game::walk_move(), and will_eat().

◆ has_bionics()

bool Character::has_bionics ( ) const

Whether character has any bionics installed.

Definition at line 2725 of file bionics.cpp.

2726{
2727 return !my_bionics->empty() || has_max_power();
2728}

References has_max_power(), and my_bionics.

Referenced by conditional_t< T >::set_has_bionics().

◆ has_charges()

bool Character::has_charges ( const itype_id it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
) const

Definition at line 9578 of file character.cpp.

9580{
9581 if( it == itype_fire || it == itype_apparatus ) {
9582 return has_fire( quantity );
9583 }
9584 if( it == itype_UPS && is_mounted() &&
9585 mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) ) {
9586 auto mons = mounted_creature.get();
9587 return quantity <= mons->battery_item->ammo_remaining();
9588 }
9589 if( it == itype_bio_armor ) {
9590 int mod_qty = 0;
9591 float efficiency = 1;
9592 for( const bionic &bio : *my_bionics ) {
9593 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9594 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9595 }
9596 }
9597 if( efficiency == 1 ) {
9598 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9599 }
9600 mod_qty = quantity / efficiency;
9601 return ( has_power() && get_power_level() >= units::from_kilojoule( mod_qty ) );
9602 }
9603 return charges_of( it, quantity, filter ) == quantity;
9604}
static const itype_id itype_fire("fire")
static const flag_str_id flag_BIONIC_ARMOR_INTERFACE("BIONIC_ARMOR_INTERFACE")
static const itype_id itype_apparatus("apparatus")
bool has_power() const
Definition: character.cpp:1935
bool has_fire(int quantity) const
Definition: character.cpp:9725

References visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, units::from_kilojoule(), get_power_level(), has_fire(), has_power(), is_mounted(), itype_apparatus, itype_bio_armor, itype_fire, itype_UPS, MF_RIDEABLE_MECH, mounted_creature, and my_bionics.

Referenced by iexamine::arcfurnace_empty(), iuse::cable_attach(), can_eat(), iexamine::can_fertilize(), can_reload(), cauterize_actor::can_use(), craft_command::check_item_components_missing(), craft_command::check_tool_components_missing(), consume_charges(), consume_med(), consume_remote_fuel(), player::craft_consume_tools(), iuse::ecig(), activity_handlers::fertilize_plot_do_turn(), find_remote_fuel(), crafting::find_tool_component(), iuse::firecracker_pack(), avatar_funcs::gunmod_add(), ranged::gunmode_checks_weapon(), has_enough_charges(), has_fire(), npc::heal_self(), iexamine::kiln_empty(), npc::move(), iexamine::pay_gas(), avatar_action::reload(), talk_effect_fun_t::set_consume_item(), conditional_t< T >::set_has_items(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), iuse::smoking(), suffer_from_asthma(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), use_charges_if_avail(), and use_fire().

◆ has_child_flag()

bool Character::has_child_flag ( const trait_id flag) const

Returns true if the player has the entered mutation child flag.

Definition at line 1460 of file mutation.cpp.

1461{
1462 for( const trait_id &elem : flag->replacements ) {
1463 const trait_id &tmp = elem;
1464 if( has_trait( tmp ) || has_child_flag( tmp ) ) {
1465 return true;
1466 }
1467 }
1468 return false;
1469}
bool has_child_flag(const trait_id &flag) const
Returns true if the player has the entered mutation child flag.
Definition: mutation.cpp:1460

References has_child_flag(), has_trait(), and mutation_branch::replacements.

Referenced by has_child_flag(), mutate_towards(), mutation_ok(), and remove_child_flag().

◆ has_destination()

◆ has_destination_activity()

bool Character::has_destination_activity ( ) const

◆ has_distant_destination()

bool Character::has_distant_destination ( ) const

Definition at line 10475 of file character.cpp.

10476{
10479}
static const activity_id ACT_TRAVELLING("ACT_TRAVELLING")
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1832

References ACT_TRAVELLING, get_destination_activity(), has_destination(), player_activity::id(), player_activity::is_null(), and omt_path.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), and game::do_turn().

◆ has_enough_anesth()

bool Character::has_enough_anesth ( const itype cbm,
player patient 
)

Has enough anesthetic for surgery.

Definition at line 1935 of file bionics.cpp.

1936{
1937 if( !cbm->bionic ) {
1938 debugmsg( "has_enough_anesth( const itype *cbm ): %s is not a bionic", cbm->get_id() );
1939 return false;
1940 }
1941
1944 return true;
1945 }
1946
1947 const int weight = 7;
1948 const requirement_data req_anesth = *requirement_id( "anesthetic" ) *
1949 cbm->bionic->difficulty * 2 * weight;
1950
1952}
static const bionic_id bio_painkiller("bio_painkiller")
static const trait_id trait_DEBUG_BIONICS("DEBUG_BIONICS")
static const trait_id trait_NOPAIN("NOPAIN")
bool is_crafting_component(const item &component)
Default filter for crafting component searches.
Definition: item.h:2267
cata::value_ptr< islot_bionic > bionic
Definition: itype.h:863
bool can_make_with_inventory(const inventory &crafting_inv, const std::function< bool(const item &)> &filter, int batch=1, cost_adjustment=cost_adjustment::none) const
Returns true if the requirements are fufilled by the filtered inventory.
string_id< requirement_data > requirement_id
Definition: type_id.h:146

References bio_painkiller, itype::bionic, requirement_data::can_make_with_inventory(), crafting_inventory(), debugmsg, itype::get_id(), has_bionic(), has_trait(), is_crafting_component(), trait_DEBUG_BIONICS, and trait_NOPAIN.

Referenced by bionic_install_preset::get_denial(), and bionic_uninstall_preset::get_denial().

◆ has_enough_charges()

bool Character::has_enough_charges ( const item it,
bool  show_msg 
) const

Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges.

Definition at line 7341 of file character.cpp.

7342{
7343 if( !it.is_tool() || !it.ammo_required() ) {
7344 return true;
7345 }
7346 if( it.is_power_armor() ) {
7347 if( ( character_funcs::can_interface_armor( *this ) &&
7350 it.ammo_sufficient() ) {
7351 return true;
7352 }
7353
7354 if( show_msg ) {
7355 if( it.has_flag( flag_USE_UPS ) ) {
7357 vgettext( "Your %s needs %d charge, from some UPS or a Bionic Power Interface.",
7358 "Your %s needs %d charges, from some UPS or a Bionic Power Interface.",
7359 it.ammo_required() ),
7360 it.tname(), it.ammo_required() );
7361 } else {
7363 vgettext( "Your %s needs %d charge, from a Bionic Power Interface.",
7364 "Your %s needs %d charges, from a Bionic Power Interface.",
7365 it.ammo_required() ),
7366 it.tname(), it.ammo_required() );
7367 }
7368 }
7369 return false;
7370 }
7371 if( it.has_flag( flag_USE_UPS ) ) {
7372 if( has_charges( itype_UPS, it.ammo_required() ) || it.ammo_sufficient() ) {
7373 return true;
7374 }
7375 if( show_msg ) {
7377 vgettext( "Your %s needs %d charge from some UPS.",
7378 "Your %s needs %d charges from some UPS.",
7379 it.ammo_required() ),
7380 it.tname(), it.ammo_required() );
7381 }
7382 return false;
7383 } else if( !it.ammo_sufficient() ) {
7384 if( show_msg ) {
7386 vgettext( "Your %s has %d charge but needs %d.",
7387 "Your %s has %d charges but needs %d.",
7388 it.ammo_remaining() ),
7389 it.tname(), it.ammo_remaining(), it.ammo_required() );
7390 }
7391 return false;
7392 }
7393 return true;
7394}
bool ammo_sufficient(int qty=1) const
Check if sufficient ammo is loaded for given number of uses.
Definition: item.cpp:7480

References Creature::add_msg_if_player(), item::ammo_remaining(), item::ammo_required(), item::ammo_sufficient(), character_funcs::can_interface_armor(), flag_USE_UPS(), has_charges(), item::has_flag(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, m_info, item::tname(), and vgettext().

Referenced by activatable_inventory_preset::get_denial(), invoke_item(), iuse::jackhammer(), and iuse::note_bionics().

◆ has_fire()

bool Character::has_fire ( int  quantity) const

Definition at line 9725 of file character.cpp.

9726{
9727 // TODO: Replace this with a "tool produces fire" flag.
9728
9729 if( get_map().has_nearby_fire( pos() ) ) {
9730 return true;
9731 } else if( has_item_with_flag( "FIRE" ) ) {
9732 return true;
9733 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9734 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9735 for( auto &i : firestarters ) {
9736 if( !i->type->can_have_charges() ) {
9737 const use_function *usef = i->type->get_use( "firestarter" );
9738 if( !usef ) {
9739 debugmsg( "failed to get use func 'firestarter' for item '%s'", i->typeId().c_str() );
9740 continue;
9741 }
9742 const firestarter_actor *actor = dynamic_cast<const firestarter_actor *>( usef->get_actor_ptr() );
9743 if( actor->can_use( *this->as_character(), *i, false, tripoint_zero ).success() ) {
9744 return true;
9745 }
9746 } else if( has_charges( i->typeId(), quantity ) ) {
9747 return true;
9748 }
9749 }
9750 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9751 return true;
9752 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9753 return true;
9754 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9755 return true;
9756 } else if( is_npc() ) {
9757 // HACK: A hack to make NPCs use their Molotovs
9758 return true;
9759 }
9760 return false;
9761}
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_laser("bio_laser")
static const bionic_id bio_tools("bio_tools")
std::vector< const item * > all_items_with_flag(const std::string &flag) const
All items that have the given flag (item::has_flag).
Definition: character.cpp:9571
Starts a fire instantly.
Definition: iuse_actor.h:529
ret_val< bool > can_use(const Character &, const item &, bool, const tripoint &) const override
iuse_actor * get_actor_ptr()
Definition: iuse.h:315

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, firestarter_actor::can_use(), debugmsg, use_function::get_actor_ptr(), get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), Creature::is_npc(), pos(), and tripoint_zero.

Referenced by has_charges(), and symbol_color().

◆ has_grab_break_tec()

bool Character::has_grab_break_tec ( ) const
overridevirtual

Returns true if the player has a grab breaking technique available.

Implements Creature.

Definition at line 1242 of file martialarts.cpp.

1243{
1244 return martial_arts_data->has_grab_break_tec();
1245}

References martial_arts_data.

Referenced by can_use_grab_break_tec(), deal_damage(), and mattack::grab().

◆ has_item_with_flag()

bool Character::has_item_with_flag ( const std::string &  flag,
bool  need_charges = false 
) const

Definition at line 9561 of file character.cpp.

9562{
9563 return has_item_with( [&flag, &need_charges]( const item & it ) {
9564 if( it.is_tool() && need_charges ) {
9565 return it.has_flag( flag ) && it.type->tool->max_charges ? it.charges > 0 : it.has_flag( flag );
9566 }
9567 return it.has_flag( flag );
9568 } );
9569}

References item::has_flag(), visitable< Character >::has_item_with(), and item::is_tool().

Referenced by draw_env_compact(), draw_time_classic(), npc::faction_display(), get_temp(), has_alarm_clock(), has_fire(), has_watch(), loot(), overmap_sight_range(), monexamine::pet_menu(), npc::reach_omt_destination(), and use_fire().

◆ has_mabuff()

bool Character::has_mabuff ( const mabuff_id buff_id) const

Returns true if the player has any martial arts buffs attached.

Definition at line 1235 of file martialarts.cpp.

1236{
1237 return search_ma_buff_effect( *effects, [&id]( const ma_buff & b, const effect & ) {
1238 return b.id == id;
1239 } );
1240}
static bool search_ma_buff_effect(const C &container, F f)

References b, Creature::effects, id, and search_ma_buff_effect().

Referenced by ma_requirements::is_valid_character().

◆ has_max_power()

bool Character::has_max_power ( ) const

Definition at line 1940 of file character.cpp.

1941{
1942 return max_power_level > 0_kJ;
1943}

References max_power_level.

Referenced by bionics_install_failure(), has_bionics(), power_stat(), and suffer_from_bad_bionics().

◆ has_mission_item()

bool Character::has_mission_item ( int  mission_id) const

Definition at line 2512 of file character.cpp.

2513{
2514 return mission_id != -1 && has_item_with( has_mission_item_filter{ mission_id } );
2515}

References visitable< Character >::has_item_with().

◆ has_morale()

bool Character::has_morale ( const morale_type type) const

Definition at line 9079 of file character.cpp.

9080{
9081 return morale->has( type );
9082}

References morale, and type.

Referenced by ranged::fire_gun(), suffer_from_other_mutations(), and iuse::towel_common().

◆ has_morale_to_craft()

bool Character::has_morale_to_craft ( ) const

Definition at line 336 of file crafting.cpp.

337{
338 return get_morale_level() >= -50;
339}
int get_morale_level() const
Definition: character.cpp:9063

References get_morale_level().

Referenced by game::butcher(), veh_interact::cant_do(), and iuse::multicooker().

◆ has_morale_to_read()

bool Character::has_morale_to_read ( ) const

Definition at line 9099 of file character.cpp.

9100{
9101 return get_morale_level() >= -40;
9102}

References get_morale_level().

Referenced by avatar::get_book_reader().

◆ has_nv()

bool Character::has_nv ( )

Returns true if the player has some form of night vision.

Definition at line 3638 of file character.cpp.

3639{
3640 static bool nv = false;
3641
3642 if( !nv_cached ) {
3643 nv_cached = true;
3644 nv = ( worn_with_flag( flag_GNV_EFFECT ) ||
3647 }
3648
3649 return nv;
3650}
static const std::string flag_GNV_EFFECT("GNV_EFFECT")
static const std::string flag_EFFECT_NIGHT_VISION("EFFECT_NIGHT_VISION")
static const bionic_id bio_night_vision("bio_night_vision")

References bio_night_vision, flag_EFFECT_NIGHT_VISION(), flag_GNV_EFFECT(), has_active_bionic(), Creature::has_effect_with_flag(), nv_cached, and worn_with_flag().

Referenced by recalc_sight_limits().

◆ has_opposite_trait()

bool Character::has_opposite_trait ( const trait_id flag) const

Returns true if character has a trait which cancels the entered trait.

Definition at line 9896 of file character.cpp.

9897{
9898 for( const trait_id &i : flag->cancels ) {
9899 if( has_trait( i ) ) {
9900 return true;
9901 }
9902 }
9903 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
9904 for( const trait_id &canceled_trait : mut.first->cancels ) {
9905 if( canceled_trait == flag ) {
9906 return true;
9907 }
9908 }
9909 }
9910 return false;
9911}
std::vector< trait_id > cancels
Definition: mutation.h:262

References mutation_branch::cancels, has_trait(), and my_mutations.

Referenced by known_magic::can_learn_spell(), and newcharacter::has_conflicting_trait().

◆ has_power()

bool Character::has_power ( ) const

◆ has_stashed_activity()

bool Character::has_stashed_activity ( ) const

Definition at line 910 of file character.cpp.

911{
912 return static_cast<bool>( stashed_outbounds_activity );
913}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ has_trait()

bool Character::has_trait ( const trait_id b) const
overridevirtual

Returns true if the player has the entered trait.

Reimplemented from Creature.

Definition at line 101 of file mutation.cpp.

102{
103 return my_mutations.count( b ) || enchantment_cache->get_mutations().count( b );
104}

References b, enchantment_cache, and my_mutations.

Referenced by absorb_hit(), activate_mutation(), add_addiction(), add_bionic(), character_funcs::add_pain_msg(), newcharacter::add_traits(), addict_effect(), adjust_for_focus(), alcohol(), allergy_type(), iuse::anticonvulsant(), iuse::antiparasitic(), apply_damage(), apply_persistent_morale(), monster::attitude(), iexamine::autodoc(), autodoc_internal(), iexamine::bars(), character_funcs::base_comfort_value(), basic_symbol_color(), bionics_pl_skill(), iuse::blech(), iuse::blood_draw(), bloodType(), body_window(), activity_handlers::build_do_turn(), burn_move_stamina(), calc_all_parts_hp(), talk_trial::calc_chance(), character_effects::calc_focus_equilibrium(), calc_needs_rates(), player::can_continue_craft(), can_eat(), can_install_bionics(), spell::can_learn(), can_pick_weight(), npc::can_read(), cauterize_actor::can_use(), install_bionic_actor::can_use(), can_wear(), veh_interact::cant_do(), cauterize_actor::cauterize_effect(), iexamine::chainfence(), game::chat(), check_needs_extremes(), game::check_safe_mode_allowed(), game::cleanup_at_end(), item::color_in_inventory(), talk_function::commune_farmfield(), talk_function::companion_mission(), veh_interact::complete_vehicle(), construction_color(), consume_effects(), consume_item(), player::consume_items(), player::consume_tools(), iuse::contacts(), game::control_vehicle(), player::craft_consume_tools(), crafting_inventory(), player::crafting_success_roll(), avatar::create(), craft_command::create_in_progress_craft(), iuse::datura(), deal_damage(), debug_vision(), mattack::dermatik(), trap::detect_trap(), monster::die(), character_display::disp_info(), avatar::disp_morale(), veh_interact::do_mend(), do_purify(), game::do_turn(), construct::done_vehicle(), overmap_ui::draw_ascii(), draw_limb_health(), overmap_ui::draw_om_sidebar(), draw_speed_tab(), drench(), eat(), eff_fun_spores(), iuse::einktabletpc(), game::extended_description(), fall_damage_mod(), talk_function::field_harvest(), item::final_info(), game::find_or_make_stairs(), character_funcs::fine_detail_vision_mod(), npc::finish_read(), ranged::fire_gun(), floor_warmth(), iexamine::flower_dahlia(), item::food_info(), talk_function::forage_return(), npc::form_opinion(), fun_for(), fungal_effects::fungalize(), dialogue::gen_responses(), character_funcs::get_book_fun_for(), avatar::get_book_reader(), bionic_install_preset::get_denial(), get_dodge(), get_env_resist(), get_face_type(), get_hunger_description(), character_funcs::get_lift_strength(), get_miss_reason(), npc::get_monster_faction(), overmap_ui::get_overmap_neighbors(), get_pain_description(), character_effects::get_pain_penalty(), get_shout_volume(), give_item_to(), avatar_funcs::gunmod_add(), avatar_funcs::gunmod_installation_odds(), game::handle_action(), hardcoded_effects(), hardcoded_mutation_attack(), iexamine::harvest_plant(), has_child_flag(), has_enough_anesth(), newcharacter::has_higher_trait(), newcharacter::has_lower_trait(), has_opposite_trait(), newcharacter::has_same_type_trait(), hearing_ability(), hit_roll(), hurtall(), in_climate_control(), install_bionics(), introduce_into_anesthesia(), irradiate(), character_funcs::is_bp_immune_to(), is_deaf(), item::is_filthy(), character_funcs::is_fun_to_read(), is_immune_damage(), is_immune_effect(), is_immune_field(), is_invisible(), wish_mutate_callback::key(), game::knockback(), talk_function::labor_return(), known_magic::learn_spell(), trapfunc::ledge(), iexamine::ledge(), player::load(), marloss_common(), marloss_prevented(), iuse::meditate(), melee_attack(), mend(), avatar_funcs::mend_item(), iuse::meth(), mod_pain(), modify_morale(), modify_stimulation(), game::mon_info_update(), avatar_action::move(), iuse::multicooker(), mutate(), mutate_category(), mutate_towards(), mutation_chances(), mutation_ok(), iuse::mycus(), old_mutate(), on_hit(), on_hurt(), npc::on_load(), map::open_door(), iexamine::pay_gas(), perform_install(), pick_part_to_heal(), activity_handlers::pickaxe_finish(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), iuse::plantblech(), player_can_build(), player_can_see_to_build(), map::player_in_field(), iuse::poison(), iuse::portable_game(), practice(), print_health(), game::print_terrain_info(), process_bionic(), process_effects_internal(), item::process_litcig(), process_one_effect(), sounds::process_sound_markers(), process_turn(), iuse::purify_iv(), iuse::purify_smart(), avatar::randomize(), npc::randomize(), character_funcs::rate_sleep_spot(), react_to_felt_pain(), avatar::read(), recalc_sight_limits(), recalc_speed_bonus(), wish_mutate_callback::refresh(), remove_child_flag(), remove_mutation(), reset_stats(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), talk_trial::roll(), roll_bash_damage(), rooted(), rooted_message(), iexamine::rubble(), run_cost(), npc::say(), talk_function::scavenging_patrol_return(), sees_with_specials(), player::select_item_component(), conditional_t< T >::set_has_any_trait(), conditional_t< T >::set_has_trait(), set_traits(), shout(), iexamine::shrub_marloss(), sight_impaired(), iexamine::sign(), trapfunc::sinkhole(), game::slip_down(), stumble(), suffer(), suffer_from_addictions(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_sunburn(), suffer_in_sunlight(), suffer_while_awake(), suffer_while_underwater(), swim_speed(), npc::talk_to_u(), test_crossing_threshold(), npc::time_to_read(), avatar::time_to_read(), avatar_funcs::toolmod_add(), iexamine::trap(), activity_handlers::tree_communion_do_turn(), iexamine::tree_marloss(), try_reject_mutagen(), try_start_hacking(), avatar_funcs::try_steal_from_npc(), avatar_funcs::try_to_sleep(), uninstall_bionic(), update_body(), character_funcs::update_body_wetness(), update_bodytemp(), update_needs(), veh_interact::update_part_requirements(), game::update_stair_monsters(), update_stomach(), consume_drug_iuse::use(), cauterize_actor::use(), enzlave_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), game::use_computer(), game::vertical_move(), iuse::vibe(), volume_capacity_reduced_by(), character_effects::vomit_mod(), game::walk_move(), iuse::weed_cake(), weed_msg(), weight_capacity(), weather_effect::wet_player(), will_eat(), and debug_menu::wishmutate().

◆ has_trait_flag()

bool Character::has_trait_flag ( const std::string &  b) const

Returns true if player has a trait with a flag.

Definition at line 106 of file mutation.cpp.

107{
108 // UGLY, SLOW, should be cached as my_mutation_flags or something
109 for( const trait_id &mut : get_mutations() ) {
110 const mutation_branch &mut_data = mut.obj();
111 if( mut_data.flags.count( b ) > 0 ) {
112 return true;
113 }
114 }
115
116 return false;
117}
std::set< std::string > flags
Definition: mutation.h:266

References b, mutation_branch::flags, and get_mutations().

Referenced by consider_butchery(), do_skill_rust(), item::food_info(), mod_rad(), mod_thirst(), practice(), conditional_t< T >::set_has_trait_flag(), spell::spell_fail(), enzlave_actor::use(), and will_eat().

◆ has_two_arms()

bool Character::has_two_arms ( ) const

Returns true if the player has two functioning arms.

Returns true if the character has two functioning arms.

Definition at line 1209 of file character.cpp.

1210{
1211 return get_working_arm_count() >= 2;
1212}

References get_working_arm_count().

Referenced by can_wear(), can_wield(), ranged::gunmode_checks_common(), hardcoded_mutation_attack(), map::player_in_field(), and mattack::riotbot().

◆ has_watch()

bool Character::has_watch ( ) const

Returns true if the player or their vehicle has a watch.

Definition at line 722 of file character.cpp.

723{
724 map &here = get_map();
725 return ( has_item_with_flag( "WATCH", true ) ||
726 ( here.veh_at( pos() ) &&
727 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "WATCH" ) ) ) ||
729}

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by draw_loc_labels(), draw_time(), draw_time_classic(), game::list_missions(), and wait().

◆ has_weapon()

bool Character::has_weapon ( ) const
overridevirtual

Implements Creature.

Definition at line 10345 of file character.cpp.

10346{
10347 return !unarmed_attack();
10348}
bool unarmed_attack() const
True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.
Definition: melee.cpp:182

References unarmed_attack().

Referenced by perform_technique(), pick_technique(), and npc::talk_to_u().

◆ head_cloth_encumbrance()

int Character::head_cloth_encumbrance ( ) const

Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.

Definition at line 8887 of file character.cpp.

8888{
8889 int ret = 0;
8890 for( auto &i : worn ) {
8891 const item *worn_item = &i;
8892 if( i.covers( bp_head ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8893 ( worn_item->has_flag( flag_HELMET_COMPAT ) || worn_item->has_flag( flag_SKINTIGHT ) ) ) {
8894 ret += worn_item->get_encumber( *this );
8895 }
8896 }
8897 return ret;
8898}

References bp_head, flag_HELMET_COMPAT(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), item::get_encumber(), item::has_flag(), cata::hash64_detail::ret, and worn.

Referenced by can_wear().

◆ heal()

void Character::heal ( const bodypart_id healed,
int  dam 
)

Heals a body_part for dam.

Definition at line 8621 of file character.cpp.

8622{
8623 if( !is_limb_broken( healed ) ) {
8624 int effective_heal = std::min( dam, get_part_hp_max( healed ) - get_part_hp_cur( healed ) );
8625 mod_part_hp_cur( healed, effective_heal );
8626 g->events().send<event_type::character_heals_damage>( getID(), effective_heal );
8627 }
8628}
@ character_heals_damage

References character_heals_damage, g, Creature::get_part_hp_cur(), Creature::get_part_hp_max(), getID(), is_limb_broken(), and Creature::mod_part_hp_cur().

Referenced by enforce_minimum_healing(), heal_actor::finish_using(), give_aid_to(), healall(), process_bionic(), regen(), and suffer_water_damage().

◆ healall()

void Character::healall ( int  dam)

Heals all body parts for dam.

Definition at line 8630 of file character.cpp.

8631{
8632 for( const bodypart_id &bp : get_all_body_parts() ) {
8633 heal( bp, dam );
8634 mod_part_healed_total( bp, dam );
8635 }
8636}
void mod_part_healed_total(const bodypart_id &id, int mod)
Definition: creature.cpp:1621

References Creature::get_all_body_parts(), heal(), and Creature::mod_part_healed_total().

Referenced by iuse::artifact(), consume_effects(), hardcoded_effects(), spell::heal(), iuse::jet_injector(), melee_attack(), iuse::mycus(), regen(), and suffer_from_radiation().

◆ healed_bp()

void Character::healed_bp ( int  bp,
int  amount 
)

Definition at line 7722 of file character.cpp.

7723{
7724 healed_total[bp] += amount;
7725}

References healed_total.

Referenced by regen().

◆ healing_rate()

float Character::healing_rate ( float  at_rest_quality) const

Average hit points healed per turn.

Definition at line 6639 of file character.cpp.

6640{
6641 // TODO: Cache
6642 float heal_rate;
6643 if( !is_npc() ) {
6644 heal_rate = get_option< float >( "PLAYER_HEALING_RATE" );
6645 } else {
6646 heal_rate = get_option< float >( "NPC_HEALING_RATE" );
6647 }
6648 float awake_rate = heal_rate * mutation_value( "healing_awake" );
6649 float final_rate = 0.0f;
6650 if( awake_rate > 0.0f ) {
6651 final_rate += awake_rate;
6652 } else if( at_rest_quality < 1.0f ) {
6653 // Resting protects from rot
6654 final_rate += ( 1.0f - at_rest_quality ) * awake_rate;
6655 }
6656 float asleep_rate = 0.0f;
6657 if( at_rest_quality > 0.0f ) {
6658 asleep_rate = at_rest_quality * heal_rate * ( 1.0f + mutation_value( "healing_resting" ) );
6659 }
6660 if( asleep_rate > 0.0f ) {
6661 final_rate += asleep_rate * ( 1.0f + get_healthy() / 200.0f );
6662 }
6663
6664 // Most common case: awake player with no regenerative abilities
6665 // ~7e-5 is 1 hp per day, anything less than that is totally negligible
6666 static constexpr float eps = 0.000007f;
6667 add_msg( m_debug, "%s healing: %.6f", name, final_rate );
6668 if( std::abs( final_rate ) < eps ) {
6669 return 0.0f;
6670 }
6671
6672 float primary_hp_mod = mutation_value( "hp_modifier" );
6673 if( primary_hp_mod < 0.0f ) {
6674 // HP mod can't get below -1.0
6675 final_rate *= 1.0f + primary_hp_mod;
6676 }
6677
6678 return final_rate;
6679}

References add_msg(), get_healthy(), Creature::is_npc(), m_debug, mutation_value(), and name.

Referenced by regen().

◆ healing_rate_medicine()

float Character::healing_rate_medicine ( float  at_rest_quality,
const bodypart_id bp 
) const

Average hit points healed per turn from healing effects.

Definition at line 6681 of file character.cpp.

6682{
6683 float rate_medicine = 0.0f;
6684 float bandaged_rate = 0.0f;
6685 float disinfected_rate = 0.0f;
6686
6687 const effect &e_bandaged = get_effect( effect_bandaged, bp->token );
6688 const effect &e_disinfected = get_effect( effect_disinfected, bp->token );
6689
6690 if( !e_bandaged.is_null() ) {
6691 bandaged_rate += static_cast<float>( e_bandaged.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6692 ( 24_hours );
6693 if( bp == bodypart_id( "head" ) ) {
6694 bandaged_rate *= e_bandaged.get_amount( "HEAL_HEAD" ) / 100.0f;
6695 }
6696 if( bp == bodypart_id( "torso" ) ) {
6697 bandaged_rate *= e_bandaged.get_amount( "HEAL_TORSO" ) / 100.0f;
6698 }
6699 }
6700
6701 if( !e_disinfected.is_null() ) {
6702 disinfected_rate += static_cast<float>( e_disinfected.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6703 ( 24_hours );
6704 if( bp == bodypart_id( "head" ) ) {
6705 disinfected_rate *= e_disinfected.get_amount( "HEAL_HEAD" ) / 100.0f;
6706 }
6707 if( bp == bodypart_id( "torso" ) ) {
6708 disinfected_rate *= e_disinfected.get_amount( "HEAL_TORSO" ) / 100.0f;
6709 }
6710 }
6711
6712 rate_medicine += bandaged_rate + disinfected_rate;
6713 rate_medicine *= 1.0f + mutation_value( "healing_resting" );
6714 rate_medicine *= 1.0f + at_rest_quality;
6715
6716 // increase healing if character has both effects
6717 if( !e_bandaged.is_null() && !e_disinfected.is_null() ) {
6718 rate_medicine *= 2;
6719 }
6720
6721 if( get_healthy() > 0.0f ) {
6722 rate_medicine *= 1.0f + get_healthy() / 200.0f;
6723 } else {
6724 rate_medicine *= 1.0f + get_healthy() / 400.0f;
6725 }
6726 float primary_hp_mod = mutation_value( "hp_modifier" );
6727 if( primary_hp_mod < 0.0f ) {
6728 // HP mod can't get below -1.0
6729 rate_medicine *= 1.0f + primary_hp_mod;
6730 }
6731 return rate_medicine;
6732}
int get_amount(std::string arg, bool reduced=false) const
Returns the amount of a modifier type applied when a new effect is first added.
Definition: effect.cpp:974

References effect_bandaged, effect_disinfected, effect::get_amount(), Creature::get_effect(), get_healthy(), effect::is_null(), and mutation_value().

Referenced by regen().

◆ hearing_ability()

float Character::hearing_ability ( ) const

Definition at line 10270 of file character.cpp.

10271{
10272 float volume_multiplier = 1.0;
10273
10274 // Mutation/Bionic volume modifiers
10276 volume_multiplier *= 3.5;
10277 }
10278 if( has_trait( trait_PER_SLIME ) ) {
10279 // Random hearing :-/
10280 // (when it's working at all, see player.cpp)
10281 // changed from 0.5 to fix Mac compiling error
10282 volume_multiplier *= ( rng( 1, 2 ) );
10283 }
10284
10285 volume_multiplier *= Character::mutation_value( "hearing_modifier" );
10286
10287 if( has_effect( effect_deaf ) ) {
10288 // Scale linearly up to 30 minutes
10289 volume_multiplier *= ( 30_minutes - get_effect_dur( effect_deaf ) ) / 30_minutes;
10290 }
10291
10292 if( has_effect( effect_earphones ) ) {
10293 volume_multiplier *= .25;
10294 }
10295
10296 return volume_multiplier;
10297}
static const trait_id trait_PER_SLIME("PER_SLIME")
static const efftype_id effect_deaf("deaf")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_earplugs("bio_earplugs")
static const efftype_id effect_earphones("earphones")

References bio_earplugs, bio_ears, effect_deaf, effect_earphones, Creature::get_effect_dur(), has_active_bionic(), Creature::has_effect(), has_trait(), mutation_value(), rng(), and trait_PER_SLIME.

Referenced by can_hear(), and sounds::process_sound_markers().

◆ heat_emission()

void Character::heat_emission ( bionic bio,
int  fuel_energy 
)

Handle heat from exothermic power generation.

Definition at line 1531 of file bionics.cpp.

1532{
1533 if( !bio.info().exothermic_power_gen ) {
1534 return;
1535 }
1536 const float efficiency = bio.info().fuel_efficiency;
1537
1538 const int heat_prod = fuel_energy * ( 1.0f - efficiency );
1539 const int heat_level = std::min( heat_prod / 10, 4 );
1540 const emit_id hotness = emit_id( "emit_hot_air" + std::to_string( heat_level ) + "_cbm" );
1541 map &here = get_map();
1542 if( hotness.is_valid() ) {
1543 const int heat_spread = std::max( heat_prod / 10 - heat_level, 1 );
1544 here.emit_field( pos(), hotness, heat_spread );
1545 }
1546 for( const std::pair<const bodypart_str_id, int> &bp : bio.info().occupied_bodyparts ) {
1547 add_effect( effect_heating_bionic, 2_seconds, bp.first->token, heat_prod );
1548 }
1549}
static const efftype_id effect_heating_bionic("heating_bionic")
bool exothermic_power_gen
If true this bionic emits heat when producing power.
Definition: bionics.h:79
string_id< emit > emit_id
Definition: type_id.h:51

References Creature::add_effect(), effect_heating_bionic, map::emit_field(), bionic_data::exothermic_power_gen, bionic_data::fuel_efficiency, get_map(), bionic::info(), string_id< T >::is_valid(), bionic_data::occupied_bodyparts, pos(), and to_string().

Referenced by burn_fuel(), and passive_power_gen().

◆ height()

int Character::height ( ) const

Definition at line 6820 of file character.cpp.

6821{
6822 switch( get_size() ) {
6823 case MS_TINY:
6824 return init_height - 100;
6825 case MS_SMALL:
6826 return init_height - 50;
6827 case MS_MEDIUM:
6828 return init_height;
6829 case MS_LARGE:
6830 return init_height + 50;
6831 case MS_HUGE:
6832 return init_height + 100;
6833 default:
6834 break;
6835 }
6836
6837 debugmsg( "Invalid size class" );
6838 abort();
6839}
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ MS_MEDIUM
Definition: creature.h:60

References abort, debugmsg, get_size(), init_height, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, and MS_TINY.

Referenced by bodyweight(), height_string(), and set_base_height().

◆ height_string()

std::string Character::height_string ( ) const

Definition at line 6805 of file character.cpp.

6806{
6807 const bool metric = get_option<std::string>( "DISTANCE_UNITS" ) == "metric";
6808
6809 if( metric ) {
6810 std::string metric_string = _( "%d cm" );
6811 return string_format( metric_string, height() );
6812 }
6813
6814 int total_inches = std::round( height() / 2.54 );
6815 int feet = std::floor( total_inches / 12 );
6816 int remainder_inches = total_inches % 12;
6817 return string_format( "%d\'%d\"", feet, remainder_inches );
6818}

References _, height(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ hit_roll()

float Character::hit_roll ( ) const
overridevirtual

Returns the player's basic hit roll that is compared to the target's dodge roll.

Implements Creature.

Definition at line 329 of file melee.cpp.

330{
331 // Dexterity, skills, weapon and martial arts
332 float hit = get_melee_hit_base();
333
334 // Farsightedness makes us hit worse
335 if( has_trait( trait_HYPEROPIC ) && !worn_with_flag( "FIX_FARSIGHT" ) &&
337 hit -= 2.0f;
338 }
339
340 //Unstable ground chance of failure
342 hit *= 0.75f;
343 }
344
345 hit *= std::max( 0.25f, 1.0f - encumb( bp_torso ) / 100.0f );
346
347 return melee::melee_hit_range( hit );
348}
float get_melee_hit_base() const
Returns weapon skill.
Definition: melee.cpp:323
float melee_hit_range(float accuracy)
Once the accuracy (sum of modifiers) of an attack has been determined, this is used to actually roll ...
Definition: melee.cpp:2492

References bp_torso, effect_bouldering, effect_contacts, encumb(), get_melee_hit_base(), Creature::has_effect(), has_trait(), melee::melee_hit_range(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack(), perform_special_attacks(), scored_crit(), and avatar_funcs::try_disarm_npc().

◆ hitall()

int Character::hitall ( int  dam,
int  vary,
Creature source 
)

Harms all body parts for dam, with armor reduction.

If vary > 0 damage to parts are random within vary % (1-100)

Definition at line 8656 of file character.cpp.

8657{
8658 int damage_taken = 0;
8659 for( int i = 0; i < num_hp_parts; i++ ) {
8660 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
8661 int ddam = vary ? dam * rng( 100 - vary, 100 ) / 100 : dam;
8662 int cut = 0;
8663 auto damage = damage_instance::physical( ddam, cut, 0 );
8664 damage_taken += deal_damage( source, bp, damage ).total_damage();
8665 }
8666 return damage_taken;
8667}
static body_part hp_to_bp(hp_part hpart)
Converts an hp_part to a body_part.
Definition: character.cpp:6464
int_id< T > id() const
Translate the string based it to the matching integer based id.
Definition: ammo_effect.cpp:54

References convert_bp(), deal_damage(), hp_to_bp(), string_id< T >::id(), num_hp_parts, damage_instance::physical(), rng(), and dealt_damage_instance::total_damage().

Referenced by game::forced_door_closing(), and vehicle::part_collision().

◆ hp_percentage()

int Character::hp_percentage ( ) const
overridevirtual

Returns overall % of HP remaining.

Implements Creature.

Definition at line 10876 of file character.cpp.

10877{
10878 const bodypart_id head_id = bodypart_id( "head" );
10879 const bodypart_id torso_id = bodypart_id( "torso" );
10880 int total_cur = 0;
10881 int total_max = 0;
10882 // Head and torso HP are weighted 3x and 2x, respectively
10883 total_cur = get_part_hp_cur( head_id ) * 3 + get_part_hp_cur( torso_id ) * 2;
10884 total_max = get_part_hp_max( head_id ) * 3 + get_part_hp_max( torso_id ) * 2;
10885 for( const std::pair< const bodypart_str_id, bodypart> &elem : get_body() ) {
10886 total_cur += elem.second.get_hp_cur();
10887 total_max += elem.second.get_hp_max();
10888 }
10889
10890 return ( 100 * total_cur ) / total_max;
10891}

References Creature::get_body(), Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by npc::character_danger(), npc::emergency(), npc::hp_description(), and npc::process_turn().

◆ hp_to_bp()

body_part Character::hp_to_bp ( hp_part  hpart)
static

Converts an hp_part to a body_part.

Definition at line 6464 of file character.cpp.

6465{
6466 switch( hpart ) {
6467 case hp_head:
6468 return bp_head;
6469 case hp_torso:
6470 return bp_torso;
6471 case hp_arm_l:
6472 return bp_arm_l;
6473 case hp_arm_r:
6474 return bp_arm_r;
6475 case hp_leg_l:
6476 return bp_leg_l;
6477 case hp_leg_r:
6478 return bp_leg_r;
6479 default:
6480 return num_bp;
6481 }
6482}

References bp_arm_l, bp_arm_r, bp_head, bp_leg_l, bp_leg_r, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_bp.

Referenced by iexamine::autodoc(), cauterize_actor::cauterize_effect(), draw_limb_health(), heal_actor::finish_using(), hitall(), impact(), pick_part_to_heal(), map::player_in_field(), regen(), heal_actor::use_healing_item(), and npc::wear_if_wanted().

◆ hurtall()

void Character::hurtall ( int  dam,
Creature source,
bool  disturb = true 
)

Hurts all body parts for dam, no armor reduction.

Definition at line 8638 of file character.cpp.

8639{
8640 if( is_dead_state() || has_trait( trait_DEBUG_NODMG ) || dam <= 0 ) {
8641 return;
8642 }
8643
8644 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
8645 // Don't use apply_damage here or it will annoy the player with 6 queries
8646 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( bp ) );
8647 mod_part_hp_cur( bp, - dam_to_bodypart );
8648 g->events().send<event_type::character_takes_damage>( getID(), dam_to_bodypart );
8649 }
8650
8651 // Low pain: damage is spread all over the body, so not as painful as 6 hits in one part
8652 mod_pain( dam );
8653 on_hurt( source, disturb );
8654}

References character_takes_damage, g, Creature::get_all_body_parts(), Creature::get_part_hp_cur(), getID(), has_trait(), is_dead_state(), mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), and trait_DEBUG_NODMG.

Referenced by trapfunc::drain(), hardcoded_effects(), marloss_common(), trapfunc::pit(), map::player_in_field(), game::process_artifact(), relic_funcs::process_recharge_entry(), regen(), map::shake_vehicle(), suffer_from_bad_bionics(), suffer_from_radiation(), trapfunc::tripwire(), and try_reject_mutagen().

◆ i_add()

item & Character::i_add ( item  it,
bool  should_stack = true 
)

Definition at line 2256 of file character.cpp.

2257{
2258 itype_id item_type_id = it.typeId();
2259 last_item = item_type_id;
2260
2261 if( it.is_food() || it.is_ammo() || it.is_gun() || it.is_armor() ||
2262 it.is_book() || it.is_tool() || it.is_melee() || it.is_food_container() ) {
2263 inv.unsort();
2264 }
2265
2266 // if there's a desired invlet for this item type, try to use it
2267 bool keep_invlet = false;
2268 const invlets_bitset cur_inv = allocated_invlets();
2269 for( auto iter : inv.assigned_invlet ) {
2270 if( iter.second == item_type_id && !cur_inv[iter.first] ) {
2271 it.invlet = iter.first;
2272 keep_invlet = true;
2273 break;
2274 }
2275 }
2276 auto &item_in_inv = inv.add_item( it, keep_invlet, true, should_stack );
2277 item_in_inv.on_pickup( *this );
2280 return item_in_inv;
2281}
@ reloadables
Definition: character.h:103
@ reloadable_cbms
Definition: character.h:104
itype_id last_item
Definition: character.h:1574
std::bitset< std::numeric_limits< char >::max()> allocated_invlets() const
Only use for UI things.
Definition: character.cpp:2482
void clear_npc_ai_info_cache(npc_ai_info key) const
std::map< char, itype_id > assigned_invlet
Definition: inventory.h:99
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6517
bool is_food_container() const
Definition: item.cpp:6608
bool is_book() const
Definition: item.cpp:6709
bool is_ammo() const
Definition: item.cpp:6582
void on_pickup(Character &p)
Callback when a player starts carrying the item.
Definition: item.cpp:4516
bool is_melee(damage_type dt) const
Is this item an effective melee weapon for the given damage type?
Definition: item.cpp:6677

References inventory::add_item(), allocated_invlets(), inventory::assigned_invlet, clear_npc_ai_info_cache(), inv, item::invlet, item::is_ammo(), item::is_armor(), item::is_book(), item::is_food(), item::is_food_container(), item::is_gun(), item::is_melee(), item::is_tool(), last_item, item::on_pickup(), reloadable_cbms, reloadables, item::typeId(), and inventory::unsort().

Referenced by avatar_funcs::add_or_drop_with_msg(), iuse::adrenaline_injector(), iuse::arrow_flammable(), monexamine::attach_or_remove_saddle(), debug_menu::debug(), fetch_activity(), give_item_to(), handle_harvest(), i_add_or_drop(), mount_creature(), npc::mug_player(), iuse::multicooker(), item_location::impl::item_on_map::obtain(), item_location::impl::item_on_person::obtain(), item_location::impl::item_on_vehicle::obtain(), item_location::impl::item_in_container::obtain(), pick_one_up(), npc::pick_up_item(), iuse::purify_smart(), iuse::radiocar(), item::reload(), monexamine::remove_leash(), mattack::riotbot(), talk_effect_fun_t::set_bulk_trade_accept(), set_item_inventory(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_sell_item(), gun_actor::shoot(), spell_effect::spawn_ethereal_item(), npc::stow_item(), npc_trading::transfer_items(), avatar_funcs::try_steal_from_npc(), ammobelt_actor::use(), iuse::vaccine(), and avatar_action::wield().

◆ i_add_or_drop()

bool Character::i_add_or_drop ( item it,
int  qty = 1 
)

Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.

An optional qty can be provided (and will perform better than separate calls).

Definition at line 2395 of file character.cpp.

2396{
2397 bool retval = true;
2398 bool drop = it.made_of( LIQUID );
2399 inv.assign_empty_invlet( it, *this );
2400 map &here = get_map();
2401 for( int i = 0; i < qty; ++i ) {
2402 drop |= !can_pick_weight( it, !get_option<bool>( "DANGEROUS_PICKUPS" ) ) || !can_pick_volume( it );
2403 if( drop ) {
2404 retval &= !here.add_item_or_charges( pos(), it ).is_null();
2405 } else {
2406 i_add( it );
2407 }
2408 }
2409
2410 return retval;
2411}
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2256
bool can_pick_volume(const item &it) const
Definition: character.cpp:2693
void assign_empty_invlet(item &it, const Character &p, bool force=false)
Definition: inventory.cpp:1151

References map::add_item_or_charges(), inventory::assign_empty_invlet(), can_pick_volume(), can_pick_weight(), drop(), get_map(), i_add(), inv, item::is_null(), LIQUID, item::made_of(), and pos().

Referenced by activate_mutation(), salvage_actor::cut_up(), drop_or_handle(), heal_actor::finish_using(), avatar_funcs::gunmod_remove(), item_contents::handle_liquid_or_spill(), iexamine::pedestal_wyrm(), item::reload(), remove_radio_mod(), avatar_funcs::unload_item(), consume_drug_iuse::use(), bandolier_actor::use(), iexamine::vending(), and debug_menu::wishitem().

◆ i_add_to_container()

int Character::i_add_to_container ( const item it,
bool  unloading 
)

Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full.

Parameters
unloadingDo not try to add to a container when the item was intentionally unloaded.
Returns
Remaining charges which could not be stored in a container.

Definition at line 2220 of file character.cpp.

2221{
2222 int charges = it.charges;
2223 if( !it.is_ammo() || unloading ) {
2224 return charges;
2225 }
2226
2227 const itype_id item_type = it.typeId();
2228 auto add_to_container = [&it, &charges]( item & container ) {
2229 auto &contained_ammo = container.contents.front();
2230 if( contained_ammo.charges < container.ammo_capacity() ) {
2231 const int diff = container.ammo_capacity() - contained_ammo.charges;
2232 //~ %1$s: item name, %2$s: container name
2233 add_msg( pgettext( "container", "You put the %1$s in your %2$s." ), it.tname(), container.tname() );
2234 if( diff > charges ) {
2235 contained_ammo.charges += charges;
2236 return 0;
2237 } else {
2238 contained_ammo.charges = container.ammo_capacity();
2239 return charges - diff;
2240 }
2241 }
2242 return charges;
2243 };
2244
2245 visit_items( [ & ]( item * item ) {
2246 if( charges > 0 && item->is_ammo_container() && item_type == item->contents.front().typeId() ) {
2247 charges = add_to_container( *item );
2248 item->handle_pickup_ownership( *this );
2249 }
2250 return VisitResponse::NEXT;
2251 } );
2252
2253 return charges;
2254}
bool is_ammo_container() const
Definition: item.cpp:6662
VisitResponse visit_items(const std::function< VisitResponse(item *, item *)> &func)
Traverses this object and any child items contained using a visitor pattern.
Definition: visitable.cpp:422

References add_msg(), item::charges, item::contents, item_contents::front(), item::is_ammo(), item::is_ammo_container(), NEXT, pgettext(), item::tname(), item::typeId(), and visitable< Character >::visit_items().

Referenced by avatar_funcs::add_or_drop_with_msg(), and pick_one_up().

◆ i_at() [1/2]

◆ i_at() [2/2]

const item & Character::i_at ( int  position) const

Definition at line 2321 of file character.cpp.

2322{
2323 if( position == -1 ) {
2324 return weapon;
2325 }
2326 if( position < -1 ) {
2327 int worn_index = worn_position_to_index( position );
2328 if( static_cast<size_t>( worn_index ) < worn.size() ) {
2329 auto iter = worn.begin();
2330 std::advance( iter, worn_index );
2331 return *iter;
2332 }
2333 }
2334
2335 return inv.find_item( position );
2336}
const item & find_item(int position) const
Definition: inventory.cpp:800

References inventory::find_item(), inv, position, weapon, worn, and worn_position_to_index().

◆ i_rem() [1/2]

item Character::i_rem ( const item it)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
itA pointer to the item to be removed. The item must exists in the players possession (one can use has_item to check for this).
Returns
A copy of the removed item.

Definition at line 2378 of file character.cpp.

2379{
2380 auto tmp = remove_items_with( [&it]( const item & i ) {
2381 return &i == it;
2382 }, 1 );
2383 if( tmp.empty() ) {
2384 debugmsg( "did not found item %s to remove it!", it->tname() );
2385 return item();
2386 }
2387 return tmp.front();
2388}
std::list< item > remove_items_with(const std::function< bool(const item &)> &filter, int count=INT_MAX)
Removes items contained by this instance which match the filter.

References debugmsg, visitable< Character >::remove_items_with(), and item::tname().

◆ i_rem() [2/2]

item Character::i_rem ( int  pos)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
posThe item position of the item to be removed. The item must exists, use has_item to check this.
Returns
A copy of the removed item.

Definition at line 2360 of file character.cpp.

2361{
2362 item tmp;
2363 if( pos == -1 ) {
2364 tmp = weapon;
2365 weapon = item();
2366 return tmp;
2367 } else if( pos < -1 && pos > worn_position_to_index( worn.size() ) ) {
2368 auto iter = worn.begin();
2369 std::advance( iter, worn_position_to_index( pos ) );
2370 tmp = *iter;
2371 tmp.on_takeoff( *this );
2372 worn.erase( iter );
2373 return tmp;
2374 }
2375 return inv.remove_item( pos );
2376}

References inv, item::on_takeoff(), pos(), inventory::remove_item(), weapon, worn, and worn_position_to_index().

Referenced by monexamine::add_leash(), apply_damage(), monexamine::attach_bag_to(), mattack::bio_op_disarm(), iuse::blood_draw(), consume(), consume_charges(), drop_invalid_inventory(), npc::drop_items(), iuse::fish_trap(), give_item_to(), activity_handlers::gunmod_add_finish(), ranged::handle_gun_damage(), i_rem_keep_contents(), monexamine::insert_battery(), invoke_item(), activity_handlers::lockpicking_finish(), iuse::lumber(), npc::mug_player(), npc_throw(), pickup::obtain_and_tokenize_items(), iuse::radiocar(), player::reduce_charges(), character_funcs::store_in_container(), tidy_activity(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), unpack_actor::use(), and avatar::wield().

◆ i_rem_keep_contents()

void Character::i_rem_keep_contents ( int  idx)

Definition at line 2390 of file character.cpp.

2391{
2392 i_rem( idx ).spill_contents( pos() );
2393}

References i_rem(), pos(), and item::spill_contents().

Referenced by damage_item(), and sew_advanced_actor::use().

◆ impact()

int Character::impact ( int  force,
const tripoint pos 
)
overridevirtual

Deals falling/collision damage with terrain/creature at pos.

Implements Creature.

Definition at line 10664 of file character.cpp.

10665{
10666 // Falls over ~30m are fatal more often than not
10667 // But that would be quite a lot considering 21 z-levels in game
10668 // so let's assume 1 z-level is comparable to 30 force
10669
10670 if( force <= 0 ) {
10671 return force;
10672 }
10673
10674 // Damage modifier (post armor)
10675 float mod = 1.0f;
10676 int effective_force = force;
10677 int cut = 0;
10678 // Percentage armor penetration - armor won't help much here
10679 // TODO: Make cushioned items like bike helmets help more
10680 float armor_eff = 1.0f;
10681 // Shock Absorber CBM heavily reduces damage
10682 const bool shock_absorbers = has_active_bionic( bionic_id( "bio_shock_absorber" ) );
10683
10684 // Being slammed against things rather than landing means we can't
10685 // control the impact as well
10686 const bool slam = p != pos();
10687 std::string target_name = "a swarm of bugs";
10688 Creature *critter = g->critter_at( p );
10689 if( critter != this && critter != nullptr ) {
10690 target_name = critter->disp_name();
10691 // Slamming into creatures and NPCs
10692 // TODO: Handle spikes/horns and hard materials
10693 armor_eff = 0.5f; // 2x as much as with the ground
10694 // TODO: Modify based on something?
10695 mod = 1.0f;
10696 effective_force = force;
10697 } else if( const optional_vpart_position vp = g->m.veh_at( p ) ) {
10698 // Slamming into vehicles
10699 // TODO: Integrate it with vehicle collision function somehow
10700 target_name = vp->vehicle().disp_name();
10701 if( vp.part_with_feature( "SHARP", true ) ) {
10702 // Now we're actually getting impaled
10703 cut = force; // Lots of fun
10704 }
10705
10706 mod = slam ? 1.0f : fall_damage_mod();
10707 armor_eff = 0.25f; // Not much
10708 if( !slam && vp->part_with_feature( "ROOF", true ) ) {
10709 // Roof offers better landing than frame or pavement
10710 // TODO: Make this not happen with heavy duty/plated roof
10711 effective_force /= 2;
10712 }
10713 } else {
10714 // Slamming into terrain/furniture
10715 target_name = g->m.disp_name( p );
10716 int hard_ground = g->m.has_flag( TFLAG_DIGGABLE, p ) ? 0 : 3;
10717 armor_eff = 0.25f; // Not much
10718 // Get cut by stuff
10719 // This isn't impalement on metal wreckage, more like flying through a closed window
10720 cut = g->m.has_flag( TFLAG_SHARP, p ) ? 5 : 0;
10721 effective_force = force + hard_ground;
10722 mod = slam ? 1.0f : fall_damage_mod();
10723 if( g->m.has_furn( p ) ) {
10724 // TODO: Make furniture matter
10725 } else if( g->m.has_flag( TFLAG_SWIMMABLE, p ) ) {
10726 // TODO: Some formula of swimming
10727 effective_force /= 4;
10728 }
10729 }
10730
10731 // Rescale for huge force
10732 // At >30 force, proper landing is impossible and armor helps way less
10733 if( effective_force > 30 ) {
10734 // Armor simply helps way less
10735 armor_eff *= 30.0f / effective_force;
10736 if( mod < 1.0f ) {
10737 // Everything past 30 damage gets a worse modifier
10738 const float scaled_mod = std::pow( mod, 30.0f / effective_force );
10739 const float scaled_damage = ( 30.0f * mod ) + scaled_mod * ( effective_force - 30.0f );
10740 mod = scaled_damage / effective_force;
10741 }
10742 }
10743
10744 if( !slam && mod < 1.0f && mod * force < 5 ) {
10745 // Perfect landing, no damage (regardless of armor)
10746 add_msg_if_player( m_warning, _( "You land on %s." ), target_name );
10747 return 0;
10748 }
10749
10750 // Shock absorbers kick in only when they need to, so if our other protections fail, fall back on them
10751 if( shock_absorbers ) {
10752 effective_force -= 15; // Provide a flat reduction to force
10753 if( mod > 0.25f ) {
10754 mod = 0.25f; // And provide a 75% reduction against that force if we don't have it already
10755 }
10756 if( effective_force < 0 ) {
10757 effective_force = 0;
10758 }
10759 }
10760
10761 int total_dealt = 0;
10762 if( mod * effective_force >= 5 ) {
10763 for( int i = 0; i < num_hp_parts; i++ ) {
10764 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
10765 const int bash = effective_force * rng( 60, 100 ) / 100;
10766 damage_instance di;
10767 di.add_damage( DT_BASH, bash, 0, armor_eff, mod );
10768 // No good way to land on sharp stuff, so here modifier == 1.0f
10769 di.add_damage( DT_CUT, cut, 0, armor_eff, 1.0f );
10770 total_dealt += deal_damage( nullptr, bp, di ).total_damage();
10771 }
10772 }
10773
10774 if( total_dealt > 0 && is_player() ) {
10775 // "You slam against the dirt" is fine
10776 add_msg( m_bad, _( "You are slammed against %1$s for %2$d damage." ),
10777 target_name, total_dealt );
10778 } else if( is_player() && shock_absorbers ) {
10779 add_msg( m_bad, _( "You are slammed against %s!" ),
10780 target_name, total_dealt );
10781 add_msg( m_good, _( "…but your shock absorbers negate the damage!" ) );
10782 } else if( slam ) {
10783 // Only print this line if it is a slam and not a landing
10784 // Non-players should only get this one: player doesn't know how much damage was dealt
10785 // and landing messages for each slammed creature would be too much
10787 _( "You are slammed against %s." ),
10788 _( "<npcname> is slammed against %s." ),
10789 target_name );
10790 } else {
10791 // No landing message for NPCs
10792 add_msg_if_player( m_warning, _( "You land on %s." ), target_name );
10793 }
10794
10795 if( x_in_y( mod, 1.0f ) ) {
10796 add_effect( effect_downed, rng( 1_turns, 1_turns + mod * 3_turns ) );
10797 }
10798
10799 return total_dealt;
10800}
float fall_damage_mod() const override
Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels)
@ TFLAG_DIGGABLE
Definition: mapdata.h:297
@ TFLAG_SWIMMABLE
Definition: mapdata.h:279
@ TFLAG_SHARP
Definition: mapdata.h:296
void bash(const spell &sp, Creature &caster, const tripoint &target)

References _, damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), spell_effect::bash(), bionic_id, convert_bp(), deal_damage(), Creature::disp_name(), DT_BASH, DT_CUT, effect_downed, fall_damage_mod(), g, has_active_bionic(), hp_to_bp(), string_id< T >::id(), Creature::is_player(), m_bad, m_good, m_warning, num_hp_parts, pos(), rng(), TFLAG_DIGGABLE, TFLAG_SHARP, TFLAG_SWIMMABLE, dealt_damage_instance::total_damage(), and x_in_y().

Referenced by trapfunc::ledge().

◆ in_climate_control()

bool Character::in_climate_control ( )

Returns true if the player is in a climate controlled area or armor.

Definition at line 3837 of file character.cpp.

3838{
3839 bool regulated_area = false;
3840 // Check
3842 return true;
3843 }
3844 map &here = get_map();
3846 in_sleep_state() ) {
3847 return true;
3848 }
3849 for( auto &w : worn ) {
3850 if( w.has_flag( flag_CLIMATE_CONTROL.str() ) ) {
3851 return true;
3852 }
3853 }
3855 // save CPU and simulate acclimation.
3857 if( const optional_vpart_position vp = here.veh_at( pos() ) ) {
3858 // TODO: (?) Force player to scrounge together an AC unit
3859 regulated_area = (
3860 vp->is_inside() && // Already checks for opened doors
3861 vp->vehicle().total_power_w( true ) > 0 // Out of gas? No AC for you!
3862 );
3863 }
3864 // TODO: AC check for when building power is implemented
3865 last_climate_control_ret = regulated_area;
3866 if( !regulated_area ) {
3867 // Takes longer to cool down / warm up with AC, than it does to step outside and feel cruddy.
3868 next_climate_control_check += 40_turns;
3869 }
3870 } else {
3872 }
3873 return regulated_area;
3874}
static const trait_id trait_M_SKIN3("M_SKIN3")
static const flag_str_id flag_CLIMATE_CONTROL("CLIMATE_CONTROL")
static const bionic_id bio_climate("bio_climate")
static const std::string flag_FUNGUS("FUNGUS")
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2403

References bio_climate, flag_CLIMATE_CONTROL, flag_FUNGUS(), get_map(), has_active_bionic(), map::has_flag_ter_or_furn(), has_trait(), in_sleep_state(), last_climate_control_ret, next_climate_control_check, pos(), string_id< T >::str(), trait_M_SKIN3, calendar::turn, map::veh_at(), and worn.

Referenced by update_bodytemp().

◆ in_sleep_state()

◆ in_species()

bool Character::in_species ( const species_id spec) const
overridevirtual

Reimplemented from Creature.

Definition at line 520 of file character.cpp.

521{
522 return spec == HUMAN;
523}
static const species_id HUMAN("HUMAN")

References HUMAN.

◆ initialize_stomach_contents()

void Character::initialize_stomach_contents ( )

Definition at line 195 of file stomach.cpp.

196{
198}

References stomach.

◆ install_bionics()

bool Character::install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2353 of file bionics.cpp.

2355{
2356 if( !type.bionic ) {
2357 debugmsg( "Tried to install NULL bionic" );
2358 return false;
2359 }
2360
2361 const bionic_id &bioid = type.bionic->id;
2362 const bionic_id &upbioid = bioid->upgraded_bionic;
2363 const int difficulty = type.bionic->difficulty;
2364 float adjusted_skill;
2365 int pl_skill;
2366 if( autodoc ) {
2367 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2370 skill_level );
2371 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2374 skill_level );
2375 } else {
2376 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2379 skill_level );
2380 pl_skill = installer.bionics_pl_skill( skill_electronics,
2383 skill_level );
2384 }
2385 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty );
2386
2387 // Practice skills only if conducting manual installation
2388 if( !autodoc ) {
2389 installer.practice( skill_electronics, static_cast<int>( ( 100 - chance_of_success ) * 1.5 ) );
2390 installer.practice( skill_firstaid, static_cast<int>( ( 100 - chance_of_success ) * 1.0 ) );
2391 installer.practice( skill_mechanics, static_cast<int>( ( 100 - chance_of_success ) * 0.5 ) );
2392 }
2393
2394 int success = chance_of_success - rng( 0, 99 );
2395 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2396 perform_install( bioid, upbioid, difficulty, success, pl_skill, "NOT_MED",
2397 bioid->canceled_mutations );
2398 return true;
2399 }
2400 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2401 activity.values.push_back( difficulty );
2402 activity.values.push_back( success );
2403 activity.values.push_back( units::to_joule( bioid->capacity ) );
2404 activity.values.push_back( pl_skill );
2405 activity.str_values.push_back( "install" );
2406 activity.str_values.push_back( bioid.str() );
2407
2408 if( installer.has_trait( trait_PROF_MED ) || installer.has_trait( trait_PROF_AUTODOC ) ) {
2409 activity.str_values.push_back( installer.disp_name( true ) );
2410 } else {
2411 activity.str_values.push_back( "NOT_MED" );
2412 }
2413 if( autodoc ) {
2414 activity.str_values.push_back( "true" );
2415 } else {
2416 activity.str_values.push_back( "false" );
2417 }
2418 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2419 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2420 }
2421
2422 return true;
2423}
static const activity_id ACT_OPERATION("ACT_OPERATION")
void perform_install(bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
Success or failure of installation happens here.
Definition: bionics.cpp:2425
void practice(const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
This handles giving xp for a skill.
Definition: character.cpp:3401
std::vector< std::string > str_values
constexpr value_type to_joule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:40
bionic_id upgraded_bionic
Id of another bionic which this bionic can upgrade.
Definition: bionics.h:131

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::canceled_mutations, bionic_data::capacity, debugmsg, disp_name(), effect_under_op, has_trait(), bionic_data::occupied_bodyparts, perform_install(), practice(), rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_joule(), trait_DEBUG_BIONICS, trait_PROF_AUTODOC, trait_PROF_MED, type, bionic_data::upgraded_bionic, and player_activity::values.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ introduce_into_anesthesia()

void Character::introduce_into_anesthesia ( const time_duration duration,
player installer,
bool  needs_anesthesia 
)

Handles process of introducing patient into anesthesia during Autodoc operations.

Requires anesthesia kits or NOPAIN mutation

Definition at line 2939 of file bionics.cpp.

2941{
2942 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2943 installer.add_msg_if_player( m_info,
2944 _( "You tell the pain to bug off and proceed with the operation." ) );
2945 return;
2946 }
2947 installer.add_msg_player_or_npc( m_info,
2948 _( "You set up the operation step-by-step, configuring the Autodoc to manipulate a CBM." ),
2949 _( "<npcname> sets up the operation, configuring the Autodoc to manipulate a CBM." ) );
2950
2952 _( "You settle into position, sliding your right wrist into the couch's strap." ),
2953 _( "<npcname> settles into position, sliding their wrist into the couch's strap." ) );
2954 if( needs_anesthesia ) {
2955 //post-threshold medical mutants do not fear operations.
2958 _( "You feel excited as the operation starts." ) );
2959 }
2960
2962 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2963
2964 //post-threshold medical mutants with Deadened don't need anesthesia due to their inability to feel pain
2965 } else {
2966 //post-threshold medical mutants do not fear operations.
2969 _( "You feel excited as the Autodoc slices painlessly into you. You enjoy the sight of scalpels slicing you apart." ) );
2970 } else {
2972 _( "You stay very, very still, focusing intently on an interesting stain on the ceiling, as the Autodoc slices painlessly into you." ) );
2973 }
2974 }
2975
2976 //Pain junkies feel sorry about missed pain from operation.
2980 _( "As your consciousness slips away, you feel regret that you won't be able to enjoy the operation." ) );
2981 }
2982
2983 if( has_effect( effect_narcosis ) ) {
2984 const time_duration remaining_time = get_effect_dur( effect_narcosis );
2985 if( remaining_time <= duration ) {
2986 const time_duration top_off_time = duration - remaining_time;
2987 add_effect( effect_narcosis, top_off_time );
2988 fall_asleep( top_off_time );
2989 }
2990 } else {
2991 add_effect( effect_narcosis, duration );
2992 fall_asleep( duration );
2993 }
2994}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_THRESH_MEDICAL("THRESH_MEDICAL")
static const trait_id trait_MASOCHIST_MED("MASOCHIST_MED")
static const trait_id trait_CENOBITE("CENOBITE")
static const trait_id trait_MASOCHIST("MASOCHIST")
void add_msg_player_or_npc(const std::string &player_msg, const std::string &npc_str) const override
Definition: player.cpp:369
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:364

References _, Creature::add_effect(), Creature::add_msg_if_player(), player::add_msg_if_player(), Creature::add_msg_player_or_npc(), player::add_msg_player_or_npc(), effect_narcosis, fall_asleep(), Creature::get_effect_dur(), Creature::has_effect(), has_trait(), m_info, m_mixed, trait_CENOBITE, trait_DEBUG_BIONICS, trait_MASOCHIST, trait_MASOCHIST_MED, and trait_THRESH_MEDICAL.

Referenced by iexamine::autodoc().

◆ inv_dump()

std::vector< item * > Character::inv_dump ( )

Definition at line 8936 of file character.cpp.

8937{
8938 std::vector<item *> ret;
8939 if( is_armed() && can_unwield( weapon ).success() ) {
8940 ret.push_back( &weapon );
8941 }
8942 for( auto &i : worn ) {
8943 ret.push_back( &i );
8944 }
8945 inv.dump( ret );
8946 return ret;
8947}
void dump(std::vector< item * > &dest)
Definition: inventory.cpp:791

References can_unwield(), inventory::dump(), inv, is_armed(), cata::hash64_detail::ret, behavior::success, weapon, and worn.

Referenced by npc::apply_ownership_to_inv(), are_requirements_nearby(), npc::die(), generic_multi_activity_locations(), irradiate(), game::load(), item_action_generator::map_actions_to_items(), place_corpse(), conditional_t< T >::set_has_stolen_item(), sleep(), game::start_game(), and tidy_activity().

◆ invalidate_crafting_inventory()

◆ invlet_to_item()

item * Character::invlet_to_item ( int  invlet)

Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet.

Don't use this on npcs. Only use the invlet in the user interface, otherwise always use the item position.

Definition at line 2297 of file character.cpp.

2298{
2299 // Invlets may come from curses, which may also return any kind of key codes, those being
2300 // of type int and they can become valid, but different characters when casted to char.
2301 // Example: KEY_NPAGE (returned when the player presses the page-down key) is 0x152,
2302 // casted to char would yield 0x52, which happens to be 'R', a valid invlet.
2303 if( linvlet > std::numeric_limits<char>::max() || linvlet < std::numeric_limits<char>::min() ) {
2304 return nullptr;
2305 }
2306 const char invlet = static_cast<char>( linvlet );
2307 item *invlet_item = nullptr;
2308 visit_items( [&invlet, &invlet_item]( item * it ) {
2309 if( it->invlet == invlet ) {
2310 invlet_item = it;
2311 return VisitResponse::ABORT;
2312 }
2313 // Visit top-level items only as UIs don't support nested items.
2314 // Also, inventory restack logic depends on this.
2315 return VisitResponse::SKIP;
2316 } );
2317 return invlet_item;
2318}

References item::invlet, SKIP, and visitable< Character >::visit_items().

Referenced by pick_one_up(), game_menus::inv::reassign_letter(), inventory::restack(), show_armor_layers_ui(), and game_menus::inv::swap_letters().

◆ invoke_item() [1/4]

bool Character::invoke_item ( item used)
virtual

As above two, but with position equal to current position.

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7202 of file character.cpp.

7203{
7204 return invoke_item( used, pos() );
7205}

References invoke_item(), and pos().

◆ invoke_item() [2/4]

bool Character::invoke_item ( item used,
const std::string &  method 
)
virtual

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7212 of file character.cpp.

7213{
7214 return invoke_item( used, method, pos() );
7215}

References invoke_item(), and pos().

◆ invoke_item() [3/4]

bool Character::invoke_item ( item used,
const std::string &  method,
const tripoint pt 
)
virtual

As above, but with a pre-selected method.

Debugmsg if this item doesn't have this method.

Reimplemented in avatar, npc, and avatar.

Definition at line 7217 of file character.cpp.

7218{
7219 if( !has_enough_charges( *used, true ) ) {
7220 return false;
7221 }
7222
7223 item *actually_used = used->get_usable_item( method );
7224 if( actually_used == nullptr ) {
7225 debugmsg( "Tried to invoke a method %s on item %s, which doesn't have this method",
7226 method.c_str(), used->tname() );
7227 return false;
7228 }
7229
7230 int charges_used = actually_used->type->invoke( *this->as_player(), *actually_used, pt, method );
7231 if( charges_used == 0 ) {
7232 return false;
7233 }
7234 // Prevent accessing the item as it may have been deleted by the invoked iuse function.
7235
7236 if( used->is_tool() || used->is_medication() || used->get_contained().is_medication() ) {
7237 return consume_charges( *actually_used, charges_used );
7238 } else if( used->is_bionic() || used->is_deployable() || method == "place_trap" ) {
7239 i_rem( used );
7240 return true;
7241 }
7242
7243 return false;
7244}
bool has_enough_charges(const item &it, bool show_msg) const
Has the item enough charges to invoke its use function? Also checks if UPS from this player is used i...
Definition: character.cpp:7341
bool consume_charges(item &used, int qty)
Consume charges of a tool or comestible item, potentially destroying it in the process.
Definition: character.cpp:7396
bool is_deployable() const
Definition: item.cpp:6953
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7974
bool is_bionic() const
Definition: item.cpp:6552

References Creature::as_player(), consume_charges(), debugmsg, item::get_contained(), item::get_usable_item(), has_enough_charges(), i_rem(), itype::invoke(), item::is_bionic(), item::is_deployable(), item::is_medication(), item::is_tool(), item::tname(), and item::type.

◆ invoke_item() [4/4]

bool Character::invoke_item ( item ,
const tripoint pt 
)
virtual

Asks how to use the item (if it has more than one use_method) and uses it.

Returns true if it destroys the item. Consumes charges from the item. Multi-use items are ONLY supported when all use_methods are iuse_actor!

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7207 of file character.cpp.

7208{
7209 return false;
7210}

Referenced by activate_bionic(), activate_mutation(), invoke_item(), avatar::invoke_item(), npc::invoke_item(), and iexamine::use_furn_fake_item().

◆ irradiate()

bool Character::irradiate ( float  rads,
bool  bypass = false 
)

Handles mitigation and application of radiation.

Definition at line 1507 of file suffer.cpp.

1508{
1509 int rad_mut = 0;
1510 if( has_trait( trait_RADIOACTIVE3 ) ) {
1511 rad_mut = 3;
1512 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1513 rad_mut = 2;
1514 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1515 rad_mut = 1;
1516 }
1517
1518 if( rads > 0 ) {
1519 bool has_helmet = false;
1520 const bool power_armored = is_wearing_power_armor( &has_helmet );
1521 const bool rad_resist = power_armored || worn_with_flag( "RAD_RESIST" );
1522
1523 if( is_rad_immune() && !bypass ) {
1524 // Power armor and some high-tech gear protects completely from radiation
1525 rads = 0.0f;
1526 } else if( rad_resist && !bypass ) {
1527 rads /= 4.0f;
1528 }
1529
1530 if( has_effect( effect_iodine ) ) {
1531 // Radioactive mutation makes iodine less efficient (but more useful)
1532 rads *= 0.3f + 0.1f * rad_mut;
1533 }
1534
1535 int rads_max = roll_remainder( rads );
1536 mod_rad( rng( 0, rads_max ) );
1537
1538 // Apply rads to any radiation badges.
1539 for( item *const it : inv_dump() ) {
1540 if( it->typeId() != itype_rad_badge ) {
1541 continue;
1542 }
1543
1544 // Actual irradiation levels of badges and the player aren't precisely matched.
1545 // This is intentional.
1546 const int before = it->irradiation;
1547
1548 const int delta = rng( 0, rads_max );
1549 if( delta == 0 ) {
1550 continue;
1551 }
1552
1553 it->irradiation += delta;
1554
1555 // If in inventory (not worn), don't print anything.
1556 if( inv.has_item( *it ) ) {
1557 continue;
1558 }
1559
1560 // If the color hasn't changed, don't print anything.
1561 const std::string &col_before = rad_badge_color( before );
1562 const std::string &col_after = rad_badge_color( it->irradiation );
1563 if( col_before == col_after ) {
1564 continue;
1565 }
1566
1567 add_msg_if_player( m_warning, _( "Your radiation badge changes from %1$s to %2$s!" ),
1568 col_before, col_after );
1569 }
1570
1571 if( rads > 0.0f ) {
1572 return true;
1573 }
1574 }
1575 return false;
1576}
void mod_rad(int mod)
Definition: character.cpp:7061
std::vector< item * > inv_dump()
Definition: character.cpp:8936
bool is_rad_immune() const
Returns true if the player is protected from radiation.
Definition: character.cpp:6177
std::string rad_badge_color(const int rad)
Definition: item.cpp:289
static const trait_id trait_RADIOACTIVE2("RADIOACTIVE2")
static const trait_id trait_RADIOACTIVE3("RADIOACTIVE3")
static const trait_id trait_RADIOACTIVE1("RADIOACTIVE1")
static const itype_id itype_rad_badge("rad_badge")
static const efftype_id effect_iodine("iodine")

References _, Creature::add_msg_if_player(), effect_iodine, Creature::has_effect(), visitable< T >::has_item(), has_trait(), inv, inv_dump(), is_rad_immune(), is_wearing_power_armor(), itype_rad_badge, m_warning, mod_rad(), rad_badge_color(), rng(), roll_remainder(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, and worn_with_flag().

Referenced by trapfunc::glow(), hardcoded_effects(), modify_radiation(), map::player_in_field(), game::process_artifact(), mattack::science(), and suffer_from_radiation().

◆ is_armed()

◆ is_auto_moving()

bool Character::is_auto_moving ( ) const

Definition at line 10481 of file character.cpp.

10482{
10483 return destination_point.has_value();
10484}

References destination_point.

Referenced by game::handle_action(), and avatar_action::move().

◆ is_blind()

bool Character::is_blind ( ) const

◆ is_category_allowed() [1/2]

bool Character::is_category_allowed ( const std::string &  category) const

Definition at line 394 of file mutation.cpp.

395{
396 bool allowed = false;
397 bool restricted = false;
398 for( const trait_id &mut : get_mutations() ) {
399 for( const std::string &Ch_cat : mut.obj().allowed_category ) {
400 restricted = true;
401 if( Ch_cat == category ) {
402 allowed = true;
403 }
404 }
405 }
406 if( !restricted ) {
407 allowed = true;
408 }
409 return allowed;
410}

References get_mutations().

◆ is_category_allowed() [2/2]

bool Character::is_category_allowed ( const std::vector< std::string > &  category) const

Returns true if this category of mutation is allowed.

Definition at line 371 of file mutation.cpp.

372{
373 bool allowed = false;
374 bool restricted = false;
375 for( const trait_id &mut : get_mutations() ) {
376 if( !mut.obj().allowed_category.empty() ) {
377 restricted = true;
378 }
379 for( const std::string &Mu_cat : category ) {
380 if( mut.obj().allowed_category.count( Mu_cat ) ) {
381 allowed = true;
382 break;
383 }
384 }
385
386 }
387 if( !restricted ) {
388 allowed = true;
389 }
390 return allowed;
391
392}

References get_mutations().

Referenced by mutation_ok(), and old_mutate().

◆ is_dead_state()

bool Character::is_dead_state ( ) const
overridevirtual

Returns true if the character should be dead.

Implements Creature.

Definition at line 490 of file character.cpp.

491{
492 const auto all_bps = get_all_body_parts( true );
493
494 return std::any_of( all_bps.begin(), all_bps.end(), [this]( const bodypart_id & bp ) {
495 return bp->essential && get_part_hp_cur( bp ) <= 0;
496 } );
497}

References Creature::get_all_body_parts().

Referenced by apply_damage(), block_hit(), game::do_turn(), game::handle_action(), hurtall(), npc::is_dead(), game::is_game_over(), on_dodge(), vehicle_part::set_crew(), npc::talk_to_u(), game::win(), and game::win_screen().

◆ is_deaf()

◆ is_elec_immune()

bool Character::is_elec_immune ( ) const
overridevirtual

Returns true is the player is protected from electric shocks.

Implements Creature.

Definition at line 6107 of file character.cpp.

6108{
6109 return is_immune_damage( DT_ELECTRIC );
6110}
bool is_immune_damage(damage_type) const override
Returns true if the player is immune to this kind of damage.
Definition: character.cpp:6134

References DT_ELECTRIC, and is_immune_damage().

Referenced by iuse::ehandcuffs(), is_immune_field(), and map::player_in_field().

◆ is_hauling()

bool Character::is_hauling ( ) const

Definition at line 9161 of file character.cpp.

9162{
9163 return hauling;
9164}
bool hauling
Definition: character.h:1566

References hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), game::vertical_move(), and game::walk_move().

◆ is_hibernating()

bool Character::is_hibernating ( ) const

Returns if the player has hibernation mutation and is asleep and well fed.

Definition at line 5160 of file character.cpp.

References effect_sleep, get_kcal_percent(), get_thirst(), has_active_mutation(), Creature::has_effect(), trait_HIBERNATE, and very_thirsty.

Referenced by calc_needs_rates(), and update_needs().

◆ is_immune_damage()

bool Character::is_immune_damage ( damage_type  dt) const
overridevirtual

Returns true if the player is immune to this kind of damage.

Implements Creature.

Definition at line 6134 of file character.cpp.

6135{
6136 switch( dt ) {
6137 case DT_NULL:
6138 return true;
6139 case DT_TRUE:
6140 return false;
6141 case DT_BIOLOGICAL:
6142 return has_effect_with_flag( "EFFECT_BIO_IMMUNE" ) ||
6143 worn_with_flag( "BIO_IMMUNE" );
6144 case DT_BASH:
6145 return has_effect_with_flag( "EFFECT_BASH_IMMUNE" ) ||
6146 worn_with_flag( "BASH_IMMUNE" );
6147 case DT_CUT:
6148 return has_effect_with_flag( "EFFECT_CUT_IMMUNE" ) ||
6149 worn_with_flag( "CUT_IMMUNE" );
6150 case DT_ACID:
6151 return has_trait( trait_ACIDPROOF ) ||
6152 has_effect_with_flag( "EFFECT_ACID_IMMUNE" ) ||
6153 worn_with_flag( "ACID_IMMUNE" );
6154 case DT_STAB:
6155 return has_effect_with_flag( "EFFECT_STAB_IMMUNE" ) ||
6156 worn_with_flag( "STAB_IMMUNE" );
6157 case DT_BULLET:
6158 return has_effect_with_flag( "EFFECT_BULLET_IMMUNE" ) || worn_with_flag( "BULLET_IMMUNE" );
6159 case DT_HEAT:
6160 return has_trait( trait_M_SKIN2 ) ||
6162 has_effect_with_flag( "EFFECT_HEAT_IMMUNE" ) ||
6163 worn_with_flag( "HEAT_IMMUNE" );
6164 case DT_COLD:
6165 return has_effect_with_flag( "EFFECT_COLD_IMMUNE" ) ||
6166 worn_with_flag( "COLD_IMMUNE" );
6167 case DT_ELECTRIC:
6168 return has_active_bionic( bio_faraday ) ||
6169 worn_with_flag( "ELECTRIC_IMMUNE" ) ||
6171 has_effect_with_flag( "EFFECT_ELECTRIC_IMMUNE" );
6172 default:
6173 return true;
6174 }
6175}
static const trait_id trait_ACIDPROOF("ACIDPROOF")
static const trait_id trait_M_SKIN2("M_SKIN2")
static const bionic_id bio_faraday("bio_faraday")
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117

References AEP_RESIST_ELECTRICITY, bio_faraday, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, has_active_bionic(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), trait_ACIDPROOF, trait_M_SKIN2, trait_M_SKIN3, and worn_with_flag().

Referenced by character_funcs::is_bp_immune_to(), is_elec_immune(), and is_immune_effect().

◆ is_immune_effect()

bool Character::is_immune_effect ( const efftype_id eff) const
overridevirtual

Returns true if the player is immune to this kind of effect.

Implements Creature.

Definition at line 6112 of file character.cpp.

6113{
6114 if( eff == effect_downed ) {
6116 } else if( eff == effect_onfire ) {
6117 return is_immune_damage( DT_HEAT );
6118 } else if( eff == effect_deaf ) {
6120 has_bionic( bio_ears ) ||
6122 } else if( eff == effect_corroding ) {
6124 } else if( eff == effect_nausea ) {
6126 } else if( eff == effect_bleed ) {
6127 // Ugly, it was badly implemented and should be a flag
6128 return mutation_value( "bleed_resist" ) > 0.0f;
6129 }
6130
6131 return false;
6132}
static const trait_id trait_SLIMY("SLIMY")
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const trait_id trait_STRONGSTOMACH("STRONGSTOMACH")
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const efftype_id effect_corroding("corroding")
static const trait_id trait_VISCOUS("VISCOUS")
static const std::string flag_PARTIAL_DEAF("PARTIAL_DEAF")
static const efftype_id effect_nausea("nausea")
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8912
bool is_throw_immune() const
Returns true if the player is immune to throws.

References bio_ears, DT_ACID, DT_HEAT, effect_bleed, effect_corroding, effect_deaf, effect_downed, effect_nausea, effect_onfire, flag_DEAF(), flag_PARTIAL_DEAF(), footwear_factor(), has_bionic(), has_trait(), is_immune_damage(), is_throw_immune(), is_wearing(), itype_rm13_armor_on, mutation_value(), trait_LEG_TENT_BRACE, trait_SLIMY, trait_STRONGSTOMACH, trait_VISCOUS, and worn_with_flag().

Referenced by sounds::process_sound_markers().

◆ is_immune_field()

bool Character::is_immune_field ( const field_type_id ) const
overridevirtual

Returns true if we are immune to the field type with the given fid.

Does not handle intensity, so this function should only be called through is_dangerous_field().

Reimplemented from Creature.

Definition at line 6066 of file character.cpp.

6067{
6068 // Obviously this makes us invincible
6069 if( has_trait( trait_DEBUG_NODMG ) ) {
6070 return true;
6071 }
6072 // Check to see if we are immune
6073 const field_type &ft = fid.obj();
6074 for( const trait_id &t : ft.immunity_data_traits ) {
6075 if( has_trait( t ) ) {
6076 return true;
6077 }
6078 }
6079 bool immune_by_body_part_resistance = !ft.immunity_data_body_part_env_resistance.empty();
6080 for( const std::pair<body_part, int> &fide : ft.immunity_data_body_part_env_resistance ) {
6081 immune_by_body_part_resistance = immune_by_body_part_resistance &&
6082 get_env_resist( convert_bp( fide.first ).id() ) >= fide.second;
6083 }
6084 if( immune_by_body_part_resistance ) {
6085 return true;
6086 }
6087 if( ft.has_elec ) {
6088 return is_elec_immune();
6089 }
6090 if( ft.has_fire ) {
6092 }
6093 if( ft.has_acid ) {
6094 return !is_on_ground() && get_env_resist( bodypart_id( "foot_l" ) ) >= 15 &&
6095 get_env_resist( bodypart_id( "foot_r" ) ) >= 15 &&
6096 get_env_resist( bodypart_id( "leg_l" ) ) >= 15 &&
6097 get_env_resist( bodypart_id( "leg_r" ) ) >= 15 &&
6098 get_armor_type( DT_ACID, bodypart_id( "foot_l" ) ) >= 5 &&
6099 get_armor_type( DT_ACID, bodypart_id( "foot_r" ) ) >= 5 &&
6100 get_armor_type( DT_ACID, bodypart_id( "leg_l" ) ) >= 5 &&
6101 get_armor_type( DT_ACID, bodypart_id( "leg_r" ) ) >= 5;
6102 }
6103 // If we haven't found immunity yet fall up to the next level
6104 return Creature::is_immune_field( fid );
6105}
static const bionic_id bio_heatsink("bio_heatsink")
bool is_elec_immune() const override
Returns true is the player is protected from electric shocks.
Definition: character.cpp:6107
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:888
int get_env_resist(bodypart_id bp) const override
Returns overall env_resist on a body_part.
Definition: character.cpp:7008
virtual bool is_immune_field(const field_type_id &) const
Returns true if we are immune to the field type with the given fid.
Definition: creature.h:327
std::vector< trait_id > immunity_data_traits
Definition: field_type.h:172
bool has_elec
Definition: field_type.h:164
bool has_acid
Definition: field_type.h:163
bool has_fire
Definition: field_type.h:162
std::vector< std::pair< body_part, int > > immunity_data_body_part_env_resistance
Definition: field_type.h:173

References bio_heatsink, convert_bp(), DT_ACID, get_armor_type(), get_env_resist(), field_type::has_acid, has_active_bionic(), field_type::has_elec, field_type::has_fire, has_trait(), string_id< T >::id(), field_type::immunity_data_body_part_env_resistance, field_type::immunity_data_traits, is_elec_immune(), Creature::is_immune_field(), is_on_ground(), is_wearing(), itype_rm13_armor_on, int_id< T >::obj(), and trait_DEBUG_NODMG.

◆ is_invisible()

bool Character::is_invisible ( ) const

Definition at line 6265 of file character.cpp.

6266{
6267 return (
6272 );
6273}
static const std::string flag_EFFECT_INVISIBLE("EFFECT_INVISIBLE")

References AEP_INVISIBLE, flag_EFFECT_INVISIBLE(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), is_wearing_active_optcloak(), and trait_DEBUG_CLOAK.

Referenced by visibility().

◆ is_limb_broken()

bool Character::is_limb_broken ( const bodypart_id limb) const

◆ is_limb_disabled()

bool Character::is_limb_disabled ( const bodypart_id limb) const

Returns true if the limb is disabled(12.5% or less hp)

Definition at line 1246 of file character.cpp.

1247{
1248 return get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * .125;
1249}

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by best_shield(), and get_working_arm_count().

◆ is_limb_hindered()

bool Character::is_limb_hindered ( hp_part  limb) const

Returns true if the limb is hindered(40% or less hp)

◆ is_max_power()

bool Character::is_max_power ( ) const

Definition at line 1930 of file character.cpp.

1931{
1932 return power_level >= max_power_level;
1933}

References max_power_level, and power_level.

Referenced by feed_furnace_with().

◆ is_mounted()

bool Character::is_mounted ( ) const

Definition at line 1072 of file character.cpp.

1073{
1075}

References effect_riding, Creature::has_effect(), and mounted_creature.

Referenced by activate_bionic(), cata_event_dispatch::avatar_moves(), best_nearby_lifting_assist(), iuse::blood_draw(), iuse::boltcutters(), iuse::burrow(), can_install_bionics(), map::can_move_furniture(), cauterize_actor::can_use(), enzlave_actor::can_use(), musical_instrument_actor::can_use(), install_bionic_actor::can_use(), repair_item_actor::can_use_tool(), can_wield(), iuse::capture_monster_act(), iuse::capture_monster_veh(), debug_menu::character_edit_menu(), check_mount_is_spooked(), check_mount_will_move(), iuse::chop_logs(), iuse::chop_tree(), iuse::clear_rubble(), iuse::craft(), iuse::crowbar(), iuse::cut_log_into_planks(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::disassemble(), dismount(), game::do_turn(), iuse::einktabletpc(), game::examine(), iuse::fill_pit(), ranged::fire_gun(), iuse::fish_trap(), iuse::fishing_rod(), iuse::gun_repair(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), game::handle_action(), has_charges(), iuse::jackhammer(), iuse::ladder(), character_funcs::list_ammo(), iuse::lumber(), iuse::makemound(), iuse::meditate(), melee_attack(), iuse::mind_splicer(), mine_activity(), iuse::mop(), avatar_action::move(), npc::move_to(), game::npc_menu(), game::on_move_effects(), overmap_sight_range(), iuse::oxytorch(), perform_technique(), iuse::pickaxe(), npc::place_on_map(), game::place_player(), game::place_player_overmap(), avatar_action::plthrow(), iuse::portable_game(), iuse::portal(), game::prompt_dangerous_tile(), recalc_sight_limits(), reset_stats(), iuse::rpgdie(), run_cost(), avatar::set_movement_mode(), iuse::shavekit(), iuse::siphon(), sleep(), smash(), store(), avatar_action::swim(), swim_speed(), iuse::teleport(), ranged::throw_item(), throw_range(), trapfunc::tripwire(), iuse::unfold_generic(), unfold_vehicle_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), cauterize_actor::use(), enzlave_actor::use(), musical_instrument_actor::use(), heal_actor::use(), place_trap_actor::use(), deploy_tent_actor::use(), sew_advanced_actor::use(), weigh_self_actor::use(), use_charges(), game::vertical_move(), iuse::vibe(), game::walk_move(), iuse::wash_hard_items(), wash_items(), iuse::wash_soft_items(), iuse::water_purifier(), weight_capacity(), and npc::worker_downtime().

◆ is_on_ground()

bool Character::is_on_ground ( ) const
overridevirtual

Returns true if the player is knocked over or has broken legs.

Implements Creature.

Definition at line 888 of file character.cpp.

889{
891}

References effect_downed, get_working_leg_count(), and Creature::has_effect().

Referenced by is_immune_field(), map::player_in_field(), and game::walk_move().

◆ is_quiet()

bool Character::is_quiet ( ) const

Returns true if the player has quiet melee attacks.

Definition at line 1222 of file martialarts.cpp.

1223{
1224 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1225 return b.is_quiet();
1226 } );
1227}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by melee_attack().

◆ is_rad_immune()

bool Character::is_rad_immune ( ) const

Returns true if the player is protected from radiation.

Definition at line 6177 of file character.cpp.

6178{
6179 bool has_helmet = false;
6180 return ( is_wearing_power_armor( &has_helmet ) && has_helmet ) || worn_with_flag( "RAD_PROOF" );
6181}

References is_wearing_power_armor(), and worn_with_flag().

Referenced by irradiate(), and suffer_from_radiation().

◆ is_snuggling()

std::string Character::is_snuggling ( ) const

Checks to see if the player is using floor items to keep warm, and return the name of one such item if so.

Definition at line 9302 of file character.cpp.

9303{
9304 map &here = get_map();
9305 auto begin = here.i_at( pos() ).begin();
9306 auto end = here.i_at( pos() ).end();
9307
9308 if( in_vehicle ) {
9309 if( const std::optional<vpart_reference> vp = here.veh_at( pos() ).part_with_feature( VPFLAG_CARGO,
9310 false ) ) {
9311 vehicle *const veh = &vp->vehicle();
9312 const int cargo = vp->part_index();
9313 if( !veh->get_items( cargo ).empty() ) {
9314 begin = veh->get_items( cargo ).begin();
9315 end = veh->get_items( cargo ).end();
9316 }
9317 }
9318 }
9319 const item *floor_armor = nullptr;
9320 int ticker = 0;
9321
9322 // If there are no items on the floor, return nothing
9323 if( begin == end ) {
9324 return "nothing";
9325 }
9326
9327 for( auto candidate = begin; candidate != end; ++candidate ) {
9328 if( !candidate->is_armor() ) {
9329 continue;
9330 } else if( candidate->volume() > 250_ml && candidate->get_warmth() > 0 &&
9331 ( candidate->covers( bp_torso ) || candidate->covers( bp_leg_l ) ||
9332 candidate->covers( bp_leg_r ) ) ) {
9333 floor_armor = &*candidate;
9334 ticker++;
9335 }
9336 }
9337
9338 if( ticker == 0 ) {
9339 return "nothing";
9340 } else if( ticker == 1 ) {
9341 return floor_armor->type_name();
9342 } else if( ticker > 1 ) {
9343 return "many";
9344 }
9345
9346 return "nothing";
9347}
bool in_vehicle
Definition: character.h:1565
bool empty() const
Definition: item_stack.cpp:15

References item_stack::begin(), bp_leg_l, bp_leg_r, bp_torso, item_stack::empty(), item_stack::end(), vehicle::get_items(), get_map(), map::i_at(), in_vehicle, pos(), item::type_name(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by fall_asleep().

◆ is_stealthy()

bool Character::is_stealthy ( ) const

Returns true if the player has stealthy movement.

Definition at line 1228 of file martialarts.cpp.

1229{
1230 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1231 return b.is_stealthy();
1232 } );
1233}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by game::walk_move().

◆ is_throw_immune()

bool Character::is_throw_immune ( ) const

Returns true if the player is immune to throws.

Definition at line 1216 of file martialarts.cpp.

1217{
1218 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1219 return b.is_throw_immune();
1220 } );
1221}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by mattack::bio_op_takedown(), mattack::grab(), is_immune_effect(), mattack::thrown_by_judo(), and game::update_stair_monsters().

◆ is_visible_in_range()

bool Character::is_visible_in_range ( const Creature critter,
int  range 
) const
private

Check whether the other creature is in range and can be seen by this creature.

Parameters
critterCreature to check for visibility
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10198 of file character.cpp.

10199{
10200 return sees( critter ) && rl_dist( pos(), critter.pos() ) <= range;
10201}

References Creature::pos(), pos(), rl_dist(), and sees().

◆ is_warm()

bool Character::is_warm ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 525 of file character.cpp.

526{
527 // TODO: is there a mutation (plant?) that makes a npc not warm blooded?
528 return true;
529}

◆ is_waterproof()

bool Character::is_waterproof ( const body_part_set parts) const

Definition at line 8972 of file character.cpp.

8973{
8974 return covered_with_flag( "WATERPROOF", parts );
8975}
bool covered_with_flag(const std::string &flag, const body_part_set &parts) const
Definition: character.cpp:8949

References covered_with_flag().

Referenced by drench().

◆ is_weak_to_water()

bool Character::is_weak_to_water ( ) const

Definition at line 412 of file mutation.cpp.

413{
414 for( const trait_id &mut : get_mutations() ) {
415 if( mut.obj().weakness_to_water > 0 ) {
416 return true;
417 }
418 }
419 return false;
420}

References get_mutations().

Referenced by drench().

◆ is_wearing() [1/2]

◆ is_wearing() [2/2]

bool Character::is_wearing ( const itype_id it) const

Returns true if the player is wearing an item of this type.

Definition at line 3229 of file character.cpp.

3230{
3231 for( auto &i : worn ) {
3232 if( i.typeId() == it ) {
3233 return true;
3234 }
3235 }
3236 return false;
3237}

References worn.

◆ is_wearing_active_optcloak()

bool Character::is_wearing_active_optcloak ( ) const

Returns true if the player is wearing an active optical cloak.

Definition at line 3827 of file character.cpp.

3828{
3829 for( auto &w : worn ) {
3830 if( w.active && w.has_flag( flag_ACTIVE_CLOAKING ) ) {
3831 return true;
3832 }
3833 }
3834 return false;
3835}
static const std::string flag_ACTIVE_CLOAKING("ACTIVE_CLOAKING")

References flag_ACTIVE_CLOAKING(), and worn.

Referenced by basic_symbol_color(), and is_invisible().

◆ is_wearing_active_power_armor()

bool Character::is_wearing_active_power_armor ( ) const

Returns true if the character is wearing active power.

Definition at line 3817 of file character.cpp.

3818{
3819 for( const auto &w : worn ) {
3820 if( w.has_flag( flag_POWERARMOR_EXO ) && w.active ) {
3821 return true;
3822 }
3823 }
3824 return false;
3825}

References flag_POWERARMOR_EXO(), and worn.

◆ is_wearing_helmet()

bool Character::is_wearing_helmet ( ) const

Returns true if the character is wearing something occupying the helmet slot.

Definition at line 8875 of file character.cpp.

8876{
8877 for( const item &i : worn ) {
8878 if( i.covers( bp_head ) && !i.has_flag( flag_HELMET_COMPAT ) && !i.has_flag( flag_SKINTIGHT ) &&
8879 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8880 !i.has_flag( flag_OVERSIZE ) ) {
8881 return true;
8882 }
8883 }
8884 return false;
8885}

References bp_head, flag_AURA(), flag_HELMET_COMPAT(), flag_OVERSIZE(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), and worn.

Referenced by can_wear().

◆ is_wearing_on_bp()

bool Character::is_wearing_on_bp ( const itype_id it,
const bodypart_id bp 
) const

Returns true if the player is wearing the item on the given body part.

Definition at line 3239 of file character.cpp.

3240{
3241 for( auto &i : worn ) {
3242 if( i.typeId() == it && i.covers( bp->token ) ) {
3243 return true;
3244 }
3245 }
3246 return false;
3247}

References worn.

Referenced by shoe_type_count().

◆ is_wearing_power_armor()

bool Character::is_wearing_power_armor ( bool *  hasHelmet = nullptr) const

Returns true if the character is wearing power armor.

Definition at line 3792 of file character.cpp.

3793{
3794 bool result = false;
3795 for( auto &elem : worn ) {
3796 if( !elem.is_power_armor() ) {
3797 continue;
3798 }
3799 if( elem.has_flag( flag_POWERARMOR_EXO ) ) {
3800 result = true;
3801 if( hasHelmet == nullptr ) {
3802 // found power armor, helmet not requested, cancel loop
3803 return true;
3804 }
3805 }
3806 // found power armor, continue search for helmet
3807 if( elem.covers( bp_head ) ) {
3808 if( hasHelmet != nullptr ) {
3809 *hasHelmet = true;
3810 }
3811 return true;
3812 }
3813 }
3814 return result;
3815}

References bp_head, flag_POWERARMOR_EXO(), and worn.

Referenced by can_wear(), irradiate(), is_rad_immune(), power_rating(), and suffer_from_radiation().

◆ is_wearing_shoes()

bool Character::is_wearing_shoes ( const side which_side = side::BOTH) const

Returns true if the player is wearing something on their feet that is not SKINTIGHT.

Definition at line 8846 of file character.cpp.

8847{
8848 bool left = true;
8849 bool right = true;
8850 if( which_side == side::LEFT || which_side == side::BOTH ) {
8851 left = false;
8852 for( const item &worn_item : worn ) {
8853 if( worn_item.covers( bp_foot_l ) && !worn_item.has_flag( flag_BELTED ) &&
8854 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8855 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8856 left = true;
8857 break;
8858 }
8859 }
8860 }
8861 if( which_side == side::RIGHT || which_side == side::BOTH ) {
8862 right = false;
8863 for( const item &worn_item : worn ) {
8864 if( worn_item.covers( bp_foot_r ) && !worn_item.has_flag( flag_BELTED ) &&
8865 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8866 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8867 right = true;
8868 break;
8869 }
8870 }
8871 }
8872 return ( left && right );
8873}

References BOTH, bp_foot_l, bp_foot_r, flag_AURA(), flag_BELTED(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), LEFT, left, RIGHT, right, and worn.

Referenced by can_wear(), rooted_message(), and suffer_from_other_mutations().

◆ is_wielding()

◆ is_worn()

◆ item_encumb()

void Character::item_encumb ( char_encumbrance_data vals,
const item new_item 
) const
protected

Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items.

Definition at line 3967 of file character.cpp.

3968{
3969
3970 // reset all layer data
3971 vals = char_encumbrance_data();
3972
3973 // Figure out where new_item would be worn
3974 std::list<item>::const_iterator new_item_position = worn.end();
3975 if( !new_item.is_null() ) {
3976 // const_cast required to work around g++-4.8 library bug
3977 // see the commit that added this comment to understand why
3978 new_item_position =
3979 const_cast<Character *>( this )->position_to_wear_new_item( new_item );
3980 }
3981
3982 // Track highest layer observed so far so we can penalize out-of-order
3983 // items
3984 std::array<layer_level, num_bp> highest_layer_so_far;
3985 std::fill( highest_layer_so_far.begin(), highest_layer_so_far.end(),
3987
3988 for( auto w_it = worn.begin(); w_it != worn.end(); ++w_it ) {
3989 if( w_it == new_item_position ) {
3990 layer_item( vals, new_item, highest_layer_so_far, *this );
3991 }
3992 layer_item( vals, *w_it, highest_layer_so_far, *this );
3993 }
3994
3995 if( worn.end() == new_item_position && !new_item.is_null() ) {
3996 layer_item( vals, new_item, highest_layer_so_far, *this );
3997 }
3998
3999 // make sure values are sane
4000 for( const body_part bp : all_body_parts ) {
4001 encumbrance_data &elem = vals.elems[bp];
4002
4003 elem.armor_encumbrance = std::max( 0, elem.armor_encumbrance );
4004
4005 // Add armor and layering penalties for the final values
4006 elem.encumbrance += elem.armor_encumbrance + elem.layer_penalty;
4007 }
4008}
static void layer_item(char_encumbrance_data &vals, const item &it, std::array< layer_level, num_bp > &highest_layer_so_far, const Character &c)
Definition: character.cpp:3750
std::list< item >::iterator position_to_wear_new_item(const item &new_item)
Return the position in the worn list where new_item would be put by default.
Definition: character.cpp:3938
@ PERSONAL_LAYER
Definition: enums.h:216
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
std::array< encumbrance_data, num_bp > elems

References all_body_parts, encumbrance_data::armor_encumbrance, char_encumbrance_data::elems, encumbrance_data::encumbrance, detail::fill(), item::is_null(), layer_item(), encumbrance_data::layer_penalty, PERSONAL_LAYER, position_to_wear_new_item(), and worn.

Referenced by calc_encumbrance().

◆ item_handling_cost()

int Character::item_handling_cost ( const item it,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when handling (e.g.

storing, drawing etc.) an item

Parameters
itItem to calculate handling cost for
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST

Definition at line 7453 of file character.cpp.

7454{
7455 int mv = base_cost;
7456 if( penalties ) {
7457 // 40 moves per liter, up to 200 at 5 liters
7458 mv += std::min( 200, it.volume() / 20_ml );
7459 }
7460
7461 if( weapon.typeId() == itype_e_handcuffs ) {
7462 mv *= 4;
7463 } else if( penalties && has_effect( effect_grabbed ) ) {
7464 mv *= 2;
7465 }
7466
7467 // For single handed items use the least encumbered hand
7468 if( it.is_two_handed( *this ) ) {
7469 mv += encumb( bp_hand_l ) + encumb( bp_hand_r );
7470 } else {
7471 mv += std::min( encumb( bp_hand_l ), encumb( bp_hand_r ) );
7472 }
7473
7474 return std::min( std::max( mv, 0 ), MAX_HANDLING_COST );
7475}
static const itype_id itype_e_handcuffs("e_handcuffs")
static constexpr int MAX_HANDLING_COST

References bp_hand_l, bp_hand_r, effect_grabbed, encumb(), Creature::has_effect(), item::is_two_handed(), itype_e_handcuffs, MAX_HANDLING_COST, item::typeId(), item::volume(), and weapon.

Referenced by dispose_item(), npc::dispose_item(), throw_activity_actor::do_turn(), item_reload_cost(), item_store_cost(), item_wear_cost(), mill_activate(), mill_load_food(), iexamine::quern_examine(), smoker_activate(), smoker_load_food(), iexamine::smoker_options(), character_funcs::try_wield_contents(), avatar_funcs::unload_item(), and avatar::wield().

◆ item_reload_cost()

int Character::item_reload_cost ( const item it,
const item ammo,
int  qty 
) const

Calculate (but do not deduct) the number of moves required to reload an item with specified quantity of ammo.

Parameters
itItem to calculate reload cost for
ammoeither ammo or magazine to use when reloading the item
qtymaximum units of ammo to reload. Capped by remaining capacity and ignored if reloading using a magazine.
Gun decreases the time taken to reload a magazine Pistol decreases time taken to reload a pistol Smg decreases time taken to reload an SMG Rifle decreases time taken to reload a rifle Shotgun decreases time taken to reload a shotgun Launcher decreases time taken to reload a launcher Strength reduces reload time of some weapons

Definition at line 10914 of file character.cpp.

10915{
10916 if( ammo.is_ammo() ) {
10917 qty = std::max( std::min( ammo.charges, qty ), 1 );
10918 } else if( ammo.is_ammo_container() || ammo.is_container() ) {
10919 qty = clamp( qty, ammo.contents.front().charges, 1 );
10920 } else if( ammo.is_magazine() ) {
10921 qty = 1;
10922 } else {
10923 debugmsg( "cannot determine reload cost as %s is neither ammo or magazine", ammo.tname() );
10924 return 0;
10925 }
10926
10927 // If necessary create duplicate with appropriate number of charges
10928 item obj = ammo;
10929 obj = obj.split( qty );
10930 if( obj.is_null() ) {
10931 obj = ammo;
10932 }
10933 // No base cost for handling ammo - that's already included in obtain cost
10934 // We have the ammo in our hands right now
10935 int mv = item_handling_cost( obj, true, 0 );
10936
10937 if( ammo.has_flag( "MAG_BULKY" ) ) {
10938 mv *= 1.5; // bulky magazines take longer to insert
10939 }
10940
10941 if( !it.is_gun() && !it.is_magazine() ) {
10942 return mv + 100; // reload a tool or sealable container
10943 }
10944
10945 /** @EFFECT_GUN decreases the time taken to reload a magazine */
10946 /** @EFFECT_PISTOL decreases time taken to reload a pistol */
10947 /** @EFFECT_SMG decreases time taken to reload an SMG */
10948 /** @EFFECT_RIFLE decreases time taken to reload a rifle */
10949 /** @EFFECT_SHOTGUN decreases time taken to reload a shotgun */
10950 /** @EFFECT_LAUNCHER decreases time taken to reload a launcher */
10951
10952 int cost = ( it.is_gun() ? it.get_reload_time() : it.type->magazine->reload_time ) * qty;
10953
10954 skill_id sk = it.is_gun() ? it.type->gun->skill_used : skill_gun;
10955 mv += cost / ( 1.0f + std::min( get_skill_level( sk ) * 0.1f, 1.0f ) );
10956
10957 if( it.has_flag( "STR_RELOAD" ) ) {
10958 /** @EFFECT_STR reduces reload time of some weapons */
10959 mv -= get_str() * 20;
10960 }
10961
10962 return std::max( mv, 25 );
10963}
static const skill_id skill_gun("gun")
item split(int qty)
Splits a count-by-charges item always leaving source item with minimum of 1 charge.
Definition: item.cpp:721
int get_reload_time() const
Returns the reload time of the gun.
Definition: item.cpp:6528
bool is_magazine() const
Definition: item.cpp:6557
cata::value_ptr< islot_gun > gun
Definition: itype.h:859

References item::charges, clamp(), item::contents, debugmsg, item_contents::front(), item::get_reload_time(), get_skill_level(), get_str(), itype::gun, item::has_flag(), item::is_ammo(), item::is_ammo_container(), item::is_container(), item::is_gun(), item::is_magazine(), item::is_null(), item_handling_cost(), itype::magazine, skill_gun, item::split(), item::tname(), and item::type.

Referenced by npc::do_reload(), npc::enough_time_to_reload(), item_reload_option::moves(), and avatar_funcs::unload_item().

◆ item_store_cost()

int Character::item_store_cost ( const item it,
const item container,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when storing an item in a container.

Parameters
itItem to calculate storage cost for
containerContainer to store item in
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST
Pistol decreases time taken to store a pistol Smg decreases time taken to store an SMG Rifle decreases time taken to store a rifle Shotgun decreases time taken to store a shotgun Launcher decreases time taken to store a launcher Stabbing decreases time taken to store a stabbing weapon Cutting decreases time taken to store a cutting weapon Bashing decreases time taken to store a bashing weapon

Definition at line 7477 of file character.cpp.

7479{
7480 /** @EFFECT_PISTOL decreases time taken to store a pistol */
7481 /** @EFFECT_SMG decreases time taken to store an SMG */
7482 /** @EFFECT_RIFLE decreases time taken to store a rifle */
7483 /** @EFFECT_SHOTGUN decreases time taken to store a shotgun */
7484 /** @EFFECT_LAUNCHER decreases time taken to store a launcher */
7485 /** @EFFECT_STABBING decreases time taken to store a stabbing weapon */
7486 /** @EFFECT_CUTTING decreases time taken to store a cutting weapon */
7487 /** @EFFECT_BASHING decreases time taken to store a bashing weapon */
7488 int lvl = get_skill_level( it.is_gun() ? it.gun_skill() : it.melee_skill() );
7489 return item_handling_cost( it, penalties, base_cost ) / ( ( lvl + 10.0f ) / 10.0f );
7490}
skill_id gun_skill() const
The skill used to operate the gun.
Definition: item.cpp:7187

References get_skill_level(), item::gun_skill(), item::is_gun(), item_handling_cost(), and item::melee_skill().

Referenced by dispose_item(), npc::dispose_item(), and character_funcs::store_in_container().

◆ item_wear_cost()

int Character::item_wear_cost ( const item it) const

Calculate (but do not deduct) the number of moves required to wear an item.

Definition at line 7492 of file character.cpp.

7493{
7494 double mv = item_handling_cost( it );
7495
7496 switch( it.get_layer() ) {
7497 case PERSONAL_LAYER:
7498 break;
7499
7500 case UNDERWEAR_LAYER:
7501 mv *= 1.5;
7502 break;
7503
7504 case REGULAR_LAYER:
7505 break;
7506
7507 case WAIST_LAYER:
7508 case OUTER_LAYER:
7509 mv /= 1.5;
7510 break;
7511
7512 case BELTED_LAYER:
7513 mv /= 2.0;
7514 break;
7515
7516 case AURA_LAYER:
7517 break;
7518
7519 default:
7520 break;
7521 }
7522
7523 mv *= std::max( it.get_encumber( *this ) / 10.0, 1.0 );
7524
7525 return mv;
7526}
layer_level get_layer() const
Returns clothing layer for item.
Definition: item.cpp:5875
@ WAIST_LAYER
Definition: enums.h:222
@ UNDERWEAR_LAYER
Definition: enums.h:218
@ REGULAR_LAYER
Definition: enums.h:220
@ BELTED_LAYER
Definition: enums.h:226
@ AURA_LAYER
Definition: enums.h:228
@ OUTER_LAYER
Definition: enums.h:224

References AURA_LAYER, BELTED_LAYER, item::get_encumber(), item::get_layer(), item_handling_cost(), OUTER_LAYER, PERSONAL_LAYER, REGULAR_LAYER, UNDERWEAR_LAYER, and WAIST_LAYER.

Referenced by dispose_item(), and wear_item().

◆ item_with_best_of_quality()

item & Character::item_with_best_of_quality ( const quality_id qid)

Returns the item in the player's inventory with the highest of the specified quality.

Definition at line 9986 of file character.cpp.

9987{
9988 int maxq = max_quality( qid );
9989 auto items_with_quality = items_with( [qid]( const item & it ) {
9990 return it.has_quality( qid );
9991 } );
9992 for( item *it : items_with_quality ) {
9993 if( it->get_quality( qid ) == maxq ) {
9994 return *it;
9995 }
9996 }
9997 return null_item_reference();
9998}
int get_quality(const quality_id &id) const
Definition: item.cpp:5383

References item::get_quality(), visitable< T >::has_quality(), visitable< Character >::items_with(), visitable< Character >::max_quality(), and null_item_reference().

◆ item_worn_with_flag()

const item * Character::item_worn_with_flag ( const std::string &  flag,
const bodypart_id bp = bodypart_str_id::NULL_ID() 
) const

Returns the first worn item with a given flag.

Definition at line 3257 of file character.cpp.

3258{
3259 const item *it_with_flag = nullptr;
3260 for( const item &it : worn ) {
3261 if( it.has_flag( flag ) && ( bp == bodypart_str_id::NULL_ID() ||
3262 it.covers( bp->token ) ) ) {
3263 it_with_flag = &it;
3264 break;
3265 }
3266 }
3267 return it_with_flag;
3268}

References string_id< body_part_type >::NULL_ID(), and worn.

Referenced by burn_fuel().

◆ knock_back_to()

void Character::knock_back_to ( const tripoint to)
overridevirtual

Knocks the character to a specified tile.

Maximum Strength allows knocked back player to knock back, damage, stun some monsters

Implements Creature.

Definition at line 10802 of file character.cpp.

10803{
10804 if( to == pos() ) {
10805 return;
10806 }
10807
10808 if( rl_dist( pos(), to ) < 2 && get_map().obstructed_by_vehicle_rotation( pos(), to ) ) {
10809 tripoint intervening = to;
10810 if( one_in( 2 ) ) {
10811 intervening.x = pos().x;
10812 } else {
10813 intervening.y = pos().y;
10814 }
10815
10816 apply_damage( nullptr, bodypart_id( "torso" ), 3 );
10817 add_effect( effect_stunned, 2_turns );
10818 add_msg_player_or_npc( _( "You bounce off a %s!" ), _( "<npcname> bounces off a %s!" ),
10819 g->m.obstacle_name( intervening ) );
10820 return;
10821 }
10822
10823 // First, see if we hit a monster
10824 if( monster *const critter = g->critter_at<monster>( to ) ) {
10825 deal_damage( critter, bodypart_id( "torso" ), damage_instance( DT_BASH, critter->type->size ) );
10826 add_effect( effect_stunned, 1_turns );
10827 /** @EFFECT_STR_MAX allows knocked back player to knock back, damage, stun some monsters */
10828 if( ( str_max - 6 ) / 4 > critter->type->size ) {
10829 critter->knock_back_from( pos() ); // Chain reaction!
10830 critter->apply_damage( this, bodypart_id( "torso" ), ( str_max - 6 ) / 4 );
10831 critter->add_effect( effect_stunned, 1_turns );
10832 } else if( ( str_max - 6 ) / 4 == critter->type->size ) {
10833 critter->apply_damage( this, bodypart_id( "torso" ), ( str_max - 6 ) / 4 );
10834 critter->add_effect( effect_stunned, 1_turns );
10835 }
10836 critter->check_dead_state();
10837
10838 add_msg_player_or_npc( _( "You bounce off a %s!" ), _( "<npcname> bounces off a %s!" ),
10839 critter->name() );
10840 return;
10841 }
10842
10843 if( npc *const np = g->critter_at<npc>( to ) ) {
10844 deal_damage( np, bodypart_id( "torso" ), damage_instance( DT_BASH, np->get_size() + 1 ) );
10845 add_effect( effect_stunned, 1_turns );
10846 np->deal_damage( this, bodypart_id( "torso" ), damage_instance( DT_BASH, 3 ) );
10847 add_msg_player_or_npc( _( "You bounce off %s!" ), _( "<npcname> bounces off %s!" ),
10848 np->name );
10849 np->check_dead_state();
10850 return;
10851 }
10852
10853 // If we're still in the function at this point, we're actually moving a tile!
10854 if( g->m.has_flag( "LIQUID", to ) && g->m.has_flag( TFLAG_DEEP_WATER, to ) ) {
10855 if( !is_npc() ) {
10856 avatar_action::swim( g->m, g->u, to );
10857 }
10858 // TODO: NPCs can't swim!
10859 } else if( g->m.impassable( to ) ) { // Wait, it's a wall
10860
10861 // It's some kind of wall.
10862 // TODO: who knocked us back? Maybe that creature should be the source of the damage?
10863 apply_damage( nullptr, bodypart_id( "torso" ), 3 );
10864 add_effect( effect_stunned, 2_turns );
10865 add_msg_player_or_npc( _( "You bounce off a %s!" ), _( "<npcname> bounces off a %s!" ),
10866 g->m.obstacle_name( to ) );
10867
10868 } else { // It's no wall
10869 setpos( to );
10870
10871 map &here = get_map();
10872 here.creature_on_trap( *this );
10873 }
10874}
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8599
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), map::creature_on_trap(), deal_damage(), DT_BASH, effect_stunned, g, get_map(), Creature::is_npc(), one_in(), pos(), rl_dist(), setpos(), str_max, avatar_action::swim(), TFLAG_DEEP_WATER, tripoint::x, and tripoint::y.

◆ knows_recipe()

bool Character::knows_recipe ( const recipe rec) const

Definition at line 10570 of file character.cpp.

10571{
10572 return get_learned_recipes().contains( *rec );
10573}
const recipe_subset & get_learned_recipes() const
Returns all known recipes.
bool contains(const recipe &r) const
Check if the subset contains a recipe with the specified id.

References recipe_subset::contains(), and get_learned_recipes().

Referenced by item::book_info(), complete_craft(), crafting::complete_disassemble(), avatar::create(), avatar::do_read(), find_repair_difficulty(), read_inventory_preset::get_known_recipes(), player::has_recipe(), select_crafting_recipe(), conditional_t< T >::set_u_know_recipe(), and skim_book_msg().

◆ knows_trap()

bool Character::knows_trap ( const tripoint pos) const

Definition at line 10222 of file character.cpp.

10223{
10224 const tripoint p = get_map().getabs( pos );
10225 return known_traps.count( p ) > 0;
10226}

References get_map(), map::getabs(), known_traps, and pos().

Referenced by trap::can_see(), vehicle::handle_trap(), and character_funcs::search_surroundings().

◆ leak_level()

int Character::leak_level ( const std::string &  flag) const

Definition at line 1943 of file suffer.cpp.

1944{
1945 int leak_level = 0;
1946 leak_level = inv.leak_level( flag );
1947 return leak_level;
1948}
int leak_level(const std::string &flag) const
Definition: suffer.cpp:1943
int leak_level(const std::string &flag) const
Definition: inventory.cpp:899

References inv, leak_level(), and inventory::leak_level().

Referenced by iexamine::autodoc(), iuse::geiger(), leak_level(), and suffer_from_radiation().

◆ learn_recipe()

void Character::learn_recipe ( const recipe rec)

Definition at line 10575 of file character.cpp.

10576{
10577 if( rec->never_learn ) {
10578 return;
10579 }
10580 learned_recipes->include( rec );
10581}
bool never_learn
Prevent this recipe from ever being added to the player's learned recipies ( used for special NPC cra...
Definition: recipe.h:93

References learned_recipes, and recipe::never_learn.

Referenced by debug_menu::character_edit_menu(), complete_craft(), crafting::complete_disassemble(), avatar::create(), and avatar::do_read().

◆ limb_color()

nc_color Character::limb_color ( const bodypart_id bp,
bool  bleed,
bool  bite,
bool  infect 
) const

Definition at line 5943 of file character.cpp.

5944{
5945 if( bp == bodypart_id( "num_bp" ) ) {
5946 return c_light_gray;
5947 }
5948 const body_part bp_token = bp->token;
5949 int color_bit = 0;
5950 nc_color i_color = c_light_gray;
5951 if( bleed && has_effect( effect_bleed, bp_token ) ) {
5952 color_bit += 1;
5953 }
5954 if( bite && has_effect( effect_bite, bp_token ) ) {
5955 color_bit += 10;
5956 }
5957 if( infect && has_effect( effect_infected, bp_token ) ) {
5958 color_bit += 100;
5959 }
5960 switch( color_bit ) {
5961 case 1:
5962 i_color = c_red;
5963 break;
5964 case 10:
5965 i_color = c_blue;
5966 break;
5967 case 100:
5968 i_color = c_green;
5969 break;
5970 case 11:
5971 i_color = c_magenta;
5972 break;
5973 case 101:
5974 i_color = c_yellow;
5975 break;
5976 }
5977
5978 return i_color;
5979}

References Creature::bleed(), c_blue, c_green, c_light_gray, c_magenta, c_red, c_yellow, effect_bite, effect_bleed, effect_infected, and Creature::has_effect().

Referenced by body_window(), draw_health_classic(), draw_limb2(), draw_limb_narrow(), draw_limb_wide(), and extended_description().

◆ load()

void Character::load ( const JsonObject data)
protected

Gather variables for saving.

These variables are common to both the avatar and NPCs.

Definition at line 387 of file savegame_json.cpp.

388{
390 Creature::load( data );
391
392 if( !data.read( "posx", position.x ) ) { // uh-oh.
393 debugmsg( "BAD PLAYER/NPC JSON: no 'posx'?" );
394 }
395 data.read( "posy", position.y );
396 if( !data.read( "posz", position.z ) && g != nullptr ) {
397 position.z = g->get_levz();
398 }
399 // stats
400 data.read( "str_cur", str_cur );
401 data.read( "str_max", str_max );
402 data.read( "dex_cur", dex_cur );
403 data.read( "dex_max", dex_max );
404 data.read( "int_cur", int_cur );
405 data.read( "int_max", int_max );
406 data.read( "per_cur", per_cur );
407 data.read( "per_max", per_max );
408
409 data.read( "str_bonus", str_bonus );
410 data.read( "dex_bonus", dex_bonus );
411 data.read( "per_bonus", per_bonus );
412 data.read( "int_bonus", int_bonus );
413 data.read( "omt_path", omt_path );
414
415 std::string new_name;
416 data.read( "name", new_name );
417 if( !new_name.empty() ) {
418 // Bugfix for name not having been saved properly
419 name = new_name;
420 }
421
422 data.read( "base_age", init_age );
423 data.read( "base_height", init_height );
424
425 if( !data.read( "profession", prof ) || !prof.is_valid() ) {
426 // We are likely an older profession which has since been removed so just set to default.
427 // This is only cosmetic after game start.
429 }
430 data.read( "custom_profession", custom_profession );
431
432 // needs
433 data.read( "thirst", thirst );
434 data.read( "fatigue", fatigue );
435 data.read( "sleep_deprivation", sleep_deprivation );
436 data.read( "stored_calories", stored_calories );
437 data.read( "radiation", radiation );
438 data.read( "oxygen", oxygen );
439 data.read( "pkill", pkill );
440
441 data.read( "type_of_scent", type_of_scent );
442
443 if( data.has_array( "ma_styles" ) ) {
444 std::vector<matype_id> temp_styles;
445 data.read( "ma_styles", temp_styles );
446 bool temp_keep_hands_free = false;
447 data.read( "keep_hands_free", temp_keep_hands_free );
448 matype_id temp_selected_style;
449 data.read( "style_selected", temp_selected_style );
450 if( !temp_selected_style.is_valid() ) {
451 temp_selected_style = matype_id( "style_none" );
452 }
454 temp_styles, temp_selected_style, temp_keep_hands_free
455 ) );
456 } else {
457 data.read( "martial_arts_data", martial_arts_data );
458 }
459
460 JsonObject vits = data.get_object( "vitamin_levels" );
462 for( const std::pair<const vitamin_id, vitamin> &v : vitamin::all() ) {
463 if( vits.has_member( v.first.str() ) ) {
464 int lvl = vits.get_int( v.first.str() );
465 vitamin_levels[v.first] = clamp( lvl, v.first->min(), v.first->max() );
466 }
467 }
468 data.read( "consumption_history", consumption_history );
469 data.read( "activity", activity );
470 data.read( "destination_activity", destination_activity );
471 data.read( "stashed_outbounds_activity", stashed_outbounds_activity );
472 data.read( "stashed_outbounds_backlog", stashed_outbounds_backlog );
473 data.read( "backlog", backlog );
474 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
475 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
476 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
477 requirement_data fetch_reqs;
478 data.read( "fetch_data", fetch_reqs );
479 const requirement_id req_id( backlog.front().str_values.back() );
480 requirement_data::save_requirement( fetch_reqs, req_id );
481 }
482 // npc activity on vehicles.
483 data.read( "activity_vehicle_part_index", activity_vehicle_part_index );
484 // health
485 data.read( "healthy", healthy );
486 data.read( "healthy_mod", healthy_mod );
487 data.read( "healed_24h", healed_total );
488
489 // status
490 temp_cur.fill( 5000 );
491 data.read( "temp_cur", temp_cur );
492
493 temp_conv.fill( 5000 );
494 data.read( "temp_conv", temp_conv );
495
496 frostbite_timer.fill( 0 );
497 data.read( "frostbite_timer", frostbite_timer );
498
499 body_wetness.fill( 0 );
500 data.read( "body_wetness", body_wetness );
501
502 //energy
503 data.read( "stim", stim );
504 data.read( "stamina", stamina );
505
506 data.read( "damage_bandaged", damage_bandaged );
507 data.read( "damage_disinfected", damage_disinfected );
508 data.read( "magic", magic );
509 JsonArray parray;
510
511 data.read( "traits", my_traits );
512 for( auto it = my_traits.begin(); it != my_traits.end(); ) {
513 const auto &tid = *it;
514 if( tid.is_valid() ) {
515 ++it;
516 } else {
517 debugmsg( "character %s has invalid trait %s, it will be ignored", name, tid.c_str() );
518 my_traits.erase( it++ );
519 }
520 }
521
522 data.read( "mutations", my_mutations );
523 for( auto it = my_mutations.begin(); it != my_mutations.end(); ) {
524 const trait_id &mid = it->first;
525 if( mid.is_valid() ) {
526 on_mutation_gain( mid );
527 cached_mutations.push_back( &mid.obj() );
528 ++it;
529 } else {
530 debugmsg( "character %s has invalid mutation %s, it will be ignored", name, mid.c_str() );
531 it = my_mutations.erase( it );
532 }
533 }
535
536 data.read( "my_bionics", *my_bionics );
537
538 for( auto &w : worn ) {
539 w.on_takeoff( *this );
540 }
541 worn.clear();
542 data.read( "worn", worn );
543 for( auto &w : worn ) {
544 on_item_wear( w );
545 }
546
547 if( data.has_array( "hp_cur" ) ) {
548 set_anatomy( anatomy_id( "human_anatomy" ) );
549 set_body();
550 std::array<int, 6> hp_cur;
551 data.read( "hp_cur", hp_cur );
552 std::array<int, 6> hp_max;
553 data.read( "hp_max", hp_max );
554 set_part_hp_max( bodypart_id( "head" ), hp_max[0] );
555 set_part_hp_cur( bodypart_id( "head" ), hp_cur[0] );
556
557 set_part_hp_max( bodypart_id( "torso" ), hp_max[1] );
558 set_part_hp_cur( bodypart_id( "torso" ), hp_cur[1] );
559
560 set_part_hp_max( bodypart_id( "arm_l" ), hp_max[2] );
561 set_part_hp_cur( bodypart_id( "arm_l" ), hp_cur[2] );
562
563 set_part_hp_max( bodypart_id( "arm_r" ), hp_max[3] );
564 set_part_hp_cur( bodypart_id( "arm_r" ), hp_cur[3] );
565
566 set_part_hp_max( bodypart_id( "leg_l" ), hp_max[4] );
567 set_part_hp_cur( bodypart_id( "leg_l" ), hp_cur[4] );
568
569 set_part_hp_max( bodypart_id( "leg_r" ), hp_max[5] );
570 set_part_hp_cur( bodypart_id( "leg_r" ), hp_cur[5] );
571 }
572
573
574 inv.clear();
575 if( data.has_member( "inv" ) ) {
576 JsonIn *invin = data.get_raw( "inv" );
577 inv.json_load_items( *invin );
578 }
579
581 data.read( "weapon", weapon );
582
583 data.read( "move_mode", move_mode );
584
585 if( has_effect( effect_riding ) ) {
586 int temp_id;
587 if( data.read( "mounted_creature", temp_id ) ) {
588 mounted_creature_id = temp_id;
589 mounted_creature = g->critter_tracker->from_temporary_id( temp_id );
590 } else {
591 mounted_creature = nullptr;
592 }
593 }
594
595 morale->load( data );
596 // Have to go through effects again, in case an effect gained a morale bonus
597 for( const auto &elem : *effects ) {
598 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
599 const effect &e = _effect_it.second;
601 }
602 }
603
604 _skills->clear();
605 for( const JsonMember member : data.get_object( "skills" ) ) {
606 member.read( ( *_skills )[skill_id( member.name() )] );
607 }
608
609 data.read( "learned_recipes", *learned_recipes );
610 autolearn_skills_stamp->clear(); // Invalidates the cache
611
612 on_stat_change( "thirst", thirst );
613 on_stat_change( "stored_calories", stored_calories );
614 on_stat_change( "fatigue", fatigue );
615 on_stat_change( "sleep_deprivation", sleep_deprivation );
616 on_stat_change( "pkill", pkill );
617 on_stat_change( "perceived_pain", get_perceived_pain() );
620
621 assign( data, "power_level", power_level, false, 0_kJ );
622 assign( data, "max_power_level", max_power_level, false, 0_kJ );
623
624 // Bionic power should not be negative!
625 if( power_level < 0_J ) {
626 power_level = 0_J;
627 }
628
629 JsonArray overmap_time_array = data.get_array( "overmap_time" );
630 overmap_time.clear();
631 while( overmap_time_array.has_more() ) {
632 point_abs_omt pt;
633 overmap_time_array.read_next( pt );
634 time_duration tdr = 0_turns;
635 overmap_time_array.read_next( tdr );
636 overmap_time[pt] = tdr;
637 }
638 data.read( "stomach", stomach );
639 data.read( "automoveroute", auto_move_route );
640
641 known_traps.clear();
642 for( JsonObject pmap : data.get_array( "known_traps" ) ) {
643 pmap.allow_omitted_members();
644 const tripoint p( pmap.get_int( "x" ), pmap.get_int( "y" ), pmap.get_int( "z" ) );
645 const std::string t = pmap.get_string( "trap" );
646 known_traps.insert( trap_map::value_type( p, t ) );
647 }
648}
bool assign(const JsonObject &jo, const std::string &name, bool &val, bool strict)
Definition: assign.cpp:16
void on_stat_change(const std::string &stat, int value) override
Called when a stat is changed.
Definition: character.cpp:9886
std::map< vitamin_id, int > vitamin_levels
Current deficiency/excess quantity for each vitamin.
Definition: character.h:2201
int activity_vehicle_part_index
Definition: character.h:1614
void on_effect_int_change(const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
Called when effect intensity has been changed.
Definition: character.cpp:9857
int oxygen
Definition: character.h:1586
void on_item_wear(const item &it)
Called when an item is worn.
Definition: character.cpp:9829
void recalculate_size()
Recalculate size class of character.
Definition: mutation.cpp:244
int mounted_creature_id
Definition: character.h:1612
void set_body()
Definition: creature.cpp:1553
void set_part_hp_max(const bodypart_id &id, int set)
Definition: creature.cpp:1601
void load(const JsonObject &jsin)
bool has_more() const
Definition: json.cpp:552
bool read_next(T &t)
Definition: json.h:1112
Definition: json.h:172
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:429
JsonArray get_array(const std::string &name) const
Definition: json.cpp:400
bool has_member(const std::string &name) const
Definition: json.cpp:182
JsonIn * get_raw(const std::string &name) const
Definition: json.cpp:309
int get_int(const std::string &name) const
Definition: json.cpp:350
bool has_array(const std::string &name) const
Definition: json.cpp:483
void allow_omitted_members() const
Definition: json.cpp:151
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:941
void json_load_items(JsonIn &jsin)
void clear()
Definition: inventory.cpp:238
This is a wrapper for implementing the pointer-to-implementation technique, see for example http://en...
Definition: pimpl.h:35
const char * c_str() const
Interface to the plain C-string of the id.
Definition: string_id.h:247
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
std::string member
Definition: mapgen.cpp:410
static const efftype_id effect_riding("riding")
static void save_requirement(const requirement_data &req, const requirement_id &id=requirement_id::NULL_ID())
Store requirement data for future lookup.

References _skills, activity, activity_vehicle_part_index, vitamin::all(), JsonObject::allow_omitted_members(), assign(), auto_move_route, autolearn_skills_stamp, backlog, body_wetness, string_id< T >::c_str(), cached_mutations, clamp(), inventory::clear(), consumption_history, custom_profession, damage_bandaged, damage_disinfected, debugmsg, destination_activity, dex_bonus, dex_cur, dex_max, effect_riding, Creature::effects, fatigue, frostbite_timer, g, profession::generic(), JsonObject::get_array(), effect::get_bp(), effect::get_id(), JsonObject::get_int(), effect::get_intensity(), JsonObject::get_object(), get_perceived_pain(), JsonObject::get_raw(), JsonObject::has_array(), Creature::has_effect(), JsonObject::has_member(), JsonArray::has_more(), healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, inv, string_id< T >::is_valid(), inventory::json_load_items(), known_traps, learned_recipes, Creature::load(), magic, martial_arts_data, matype_id, max_power_level, mapgen_defer::member, morale, mounted_creature, mounted_creature_id, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, on_effect_int_change(), on_item_wear(), on_mutation_gain(), on_stat_change(), overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, JsonObject::read(), JsonArray::read_next(), recalc_sight_limits(), recalculate_size(), reset_encumbrance(), requirement_data::save_requirement(), Creature::set_anatomy(), Creature::set_body(), Creature::set_part_hp_cur(), Creature::set_part_hp_max(), skill_id, sleep_deprivation, stamina, calendar::start_of_cataclysm, stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, type_of_scent, vitamin_levels, weapon, worn, tripoint::x, tripoint::y, and tripoint::z.

Referenced by player::load().

◆ mabuff_armor_bonus()

int Character::mabuff_armor_bonus ( damage_type  type) const

Returns the armor bonus against given type from martial arts buffs.

Definition at line 1170 of file martialarts.cpp.

1171{
1172 int ret = 0;
1173 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1174 ret += d.get_intensity() * b.armor_bonus( *this, type );
1175 } );
1176 return ret;
1177}
static void accumulate_ma_buff_effects(const C &container, F f)

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by passive_absorb_hit().

◆ mabuff_arpen_bonus()

int Character::mabuff_arpen_bonus ( damage_type  type) const

Returns the arpen bonus from martial arts buffs.

Definition at line 1162 of file martialarts.cpp.

1163{
1164 int ret = 0;
1165 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1166 ret += d.get_intensity() * b.arpen_bonus( *this, type );
1167 } );
1168 return ret;
1169}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_attack_cost_mult()

float Character::mabuff_attack_cost_mult ( ) const

Returns the multiplier on move cost of attacks.

Definition at line 1204 of file martialarts.cpp.

1205{
1206 float ret = 1.0f;
1207 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1208 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1209 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1210 ret *= d.get_intensity() * ( b.bonuses.get_mult( *this,
1211 affected_stat::MOVE_COST ) - 1 ) + 1;
1212 } );
1213 return ret;
1214}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_attack_cost_penalty()

int Character::mabuff_attack_cost_penalty ( ) const

Returns the flat penalty to move cost of attacks.

If negative, that's a bonus. Applied after multiplier.

Definition at line 1196 of file martialarts.cpp.

1197{
1198 int ret = 0;
1199 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1200 ret += d.get_intensity() * b.bonuses.get_flat( *this, affected_stat::MOVE_COST );
1201 } );
1202 return ret;
1203}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_block_bonus()

int Character::mabuff_block_bonus ( ) const

Returns the block bonus from martial arts buffs.

Definition at line 1146 of file martialarts.cpp.

1147{
1148 int ret = 0;
1149 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1150 ret += d.get_intensity() * b.block_bonus( *this );
1151 } );
1152 return ret;
1153}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by block_hit().

◆ mabuff_damage_bonus()

int Character::mabuff_damage_bonus ( damage_type  type) const

Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.

Definition at line 1188 of file martialarts.cpp.

1189{
1190 int ret = 0;
1191 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1192 ret += d.get_intensity() * b.damage_bonus( *this, type );
1193 } );
1194 return ret;
1195}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_damage_mult()

float Character::mabuff_damage_mult ( damage_type  type) const

Returns the damage multiplier to given type from martial arts buffs.

Definition at line 1178 of file martialarts.cpp.

1179{
1180 float ret = 1.f;
1181 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1182 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1183 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1184 ret *= d.get_intensity() * ( b.damage_mult( *this, type ) - 1 ) + 1;
1185 } );
1186 return ret;
1187}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_dodge_bonus()

float Character::mabuff_dodge_bonus ( ) const

Returns the dodge bonus from martial arts buffs.

Definition at line 1138 of file martialarts.cpp.

1139{
1140 float ret = 0;
1141 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1142 ret += d.get_intensity() * b.dodge_bonus( *this );
1143 } );
1144 return ret;
1145}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ mabuff_speed_bonus()

int Character::mabuff_speed_bonus ( ) const

Returns the speed bonus from martial arts buffs.

Definition at line 1154 of file martialarts.cpp.

1155{
1156 int ret = 0;
1157 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1158 ret += d.get_intensity() * b.speed_bonus( *this );
1159 } );
1160 return ret;
1161}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by recalc_speed_bonus().

◆ mabuff_tohit_bonus()

float Character::mabuff_tohit_bonus ( ) const

Returns the to hit bonus from martial arts buffs.

Definition at line 1130 of file martialarts.cpp.

1131{
1132 float ret = 0;
1133 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & ) {
1134 ret += b.hit_bonus( *this );
1135 } );
1136 return ret;
1137}

References accumulate_ma_buff_effects(), b, Creature::effects, and cata::hash64_detail::ret.

Referenced by get_melee_hit_base().

◆ made_of()

bool Character::made_of ( const material_id m) const
overridevirtual

Implements Creature.

Definition at line 6229 of file character.cpp.

6230{
6231 // TODO: check for mutations that change this.
6232 return std::find( fleshy.begin(), fleshy.end(), m ) != fleshy.end();
6233}
static const std::vector< material_id > fleshy
Definition: character.h:783

References detail::find(), and fleshy.

Referenced by block_hit().

◆ made_of_any()

bool Character::made_of_any ( const std::set< material_id > &  ms) const
overridevirtual

Implements Creature.

Definition at line 6234 of file character.cpp.

6235{
6236 // TODO: check for mutations that change this.
6237 return std::any_of( fleshy.begin(), fleshy.end(), [&ms]( const material_id & e ) {
6238 return ms.count( e );
6239 } );
6240}
constexpr scale ms
Definition: coordinates.h:30

References fleshy, and coords::ms.

◆ max_stored_kcal()

◆ meets_requirements()

bool Character::meets_requirements ( const item it,
const item context = item() 
) const

Checks whether the character meets overall requirements to be able to use the item.

Definition at line 3528 of file character.cpp.

3529{
3530 const auto &ctx = !context.is_null() ? context : it;
3532}
bool meets_stat_requirements(const item &it) const
Checks whether the character's stats meets the stats required by the item.
Definition: character.cpp:3520

References item::is_null(), meets_skill_requirements(), meets_stat_requirements(), itype::min_skills, and item::type.

Referenced by can_use(), gunmod_inventory_preset::get_denial(), and item::gun_range().

◆ meets_skill_requirements() [1/2]

bool Character::meets_skill_requirements ( const construction con) const

Checks whether the character's skills meet the required.

Definition at line 3512 of file character.cpp.

3513{
3514 return std::all_of( con.required_skills.begin(), con.required_skills.end(),
3515 [&]( const std::pair<skill_id, int> &pr ) {
3516 return get_skill_level( pr.first ) >= pr.second;
3517 } );
3518}
std::map< skill_id, int > required_skills
Skill->skill level mapping.
Definition: construction.h:72

References construction::required_skills.

◆ meets_skill_requirements() [2/2]

bool Character::meets_skill_requirements ( const std::map< skill_id, int > &  req,
const item context = item() 
) const

Checks whether the character's skills meet the required.

Definition at line 3506 of file character.cpp.

3508{
3509 return _skills->meets_skill_requirements( req, context );
3510}

References _skills.

Referenced by activity_handlers::build_do_turn(), can_learn_by_disassembly(), find_base_construction(), get_learned_recipes(), meets_requirements(), and player_can_build().

◆ meets_stat_requirements()

bool Character::meets_stat_requirements ( const item it) const

Checks whether the character's stats meets the stats required by the item.

Definition at line 3520 of file character.cpp.

3521{
3522 return ( it.has_flag( flag_STR_DRAW ) || get_str() >= it.get_min_str() ) &&
3523 get_dex() >= it.type->min_dex &&
3524 get_int() >= it.type->min_int &&
3525 get_per() >= it.type->min_per;
3526}
static const std::string flag_STR_DRAW("STR_DRAW")

References flag_STR_DRAW(), get_dex(), get_int(), item::get_min_str(), get_per(), get_str(), item::has_flag(), itype::min_dex, itype::min_int, itype::min_per, and item::type.

Referenced by meets_requirements().

◆ melee_attack()

void Character::melee_attack ( Creature t,
bool  allow_special,
const matec_id force_technique = nullptr,
bool  allow_unarmed = true 
)

Sets up a melee attack and handles melee attack function calls.

Parameters
tCreature to attack
allow_specialwhether non-forced martial art technique or mutation attack should be possible with this attack.
force_techniquespecial technique to use in attack (leave as nullptr to use random technique).
allow_unarmedalways uses the wielded weapon regardless of martialarts style
Melee reduces stamina cost of melee attacks

Definition at line 416 of file melee.cpp.

418{
420 int hit_spread = t.deal_melee_attack( this, hit_roll() );
421 if( !t.is_player() ) {
422 // TODO: Per-NPC tracking? Right now monster hit by either npc or player will draw aggro...
423 t.add_effect( effect_hit_by_player, 10_minutes ); // Flag as attacked by us for AI
424 }
425 if( is_mounted() ) {
426 auto mons = mounted_creature.get();
427 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
428 if( !mons->check_mech_powered() ) {
429 add_msg( m_bad, _( "The %s has dead batteries and will not move its arms." ),
430 mons->get_name() );
431 return;
432 }
433 if( mons->type->has_special_attack( "SMASH" ) && one_in( 3 ) ) {
434 add_msg( m_info, _( "The %s hisses as its hydraulic arm pumps forward!" ),
435 mons->get_name() );
436 mattack::smash_specific( mons, &t );
437 } else {
438 mons->use_mech_power( -2 );
439 mons->melee_attack( t );
440 }
441 mod_moves( -mons->type->attack_cost );
442 return;
443 }
444 }
445 item &cur_weapon = allow_unarmed ? used_weapon() : primary_weapon();
446
447 if( cur_weapon.attack_cost() > attack_cost( cur_weapon ) * 20 ) {
448 add_msg( m_bad, _( "This weapon is too unwieldy to attack with!" ) );
449 return;
450 }
451
452 int move_cost = attack_cost( cur_weapon );
453
454 if( hit_spread < 0 ) {
455 int stumble_pen = stumble( *this, cur_weapon );
456 sfx::generate_melee_sound( pos(), t.pos(), false, false );
457 if( is_player() ) { // Only display messages if this is the player
458
459 if( one_in( 2 ) ) {
460 const std::string reason_for_miss = get_miss_reason();
461 if( !reason_for_miss.empty() ) {
462 add_msg( reason_for_miss );
463 }
464 }
465
466 if( can_miss_recovery( cur_weapon ) ) {
467 ma_technique tec = martial_arts_data->get_miss_recovery_tec( cur_weapon );
468 add_msg( _( tec.avatar_message ), t.disp_name() );
469 } else if( stumble_pen >= 60 ) {
470 add_msg( m_bad, _( "You miss and stumble with the momentum." ) );
471 } else if( stumble_pen >= 10 ) {
472 add_msg( _( "You swing wildly and miss." ) );
473 } else {
474 add_msg( _( "You miss." ) );
475 }
476 } else if( g->u.sees( *this ) ) {
477 if( stumble_pen >= 60 ) {
478 add_msg( _( "%s misses and stumbles with the momentum." ), name );
479 } else if( stumble_pen >= 10 ) {
480 add_msg( _( "%s swings wildly and misses." ), name );
481 } else {
482 add_msg( _( "%s misses." ), name );
483 }
484 }
485
486 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
487 if( !has_active_bionic( bio_cqb ) ) {
488 melee_train( *this, 2, 5, cur_weapon );
489 }
490
491 // Cap stumble penalty, heavy weapons are quite weak already
492 move_cost += std::min( 60, stumble_pen );
493 if( martial_arts_data->has_miss_recovery_tec( cur_weapon ) ) {
494 move_cost /= 2;
495 }
496
497 // trigger martial arts on-miss effects
498 martial_arts_data->ma_onmiss_effects( *this );
499 } else {
501 // Remember if we see the monster at start - it may change
502 const bool seen = g->u.sees( t );
503 // Start of attacks.
504 const bool critical_hit = scored_crit( t.dodge_roll(), cur_weapon );
505 if( critical_hit ) {
507 }
509 roll_all_damage( critical_hit, d, false, cur_weapon );
510
511 const bool has_force_technique = force_technique;
512
513 // Pick one or more special attacks
514 matec_id technique_id;
515 if( allow_special && !has_force_technique ) {
516 technique_id = pick_technique( t, cur_weapon, critical_hit, false, false );
517 } else if( has_force_technique ) {
518 technique_id = *force_technique;
519 } else {
520 technique_id = tec_none;
521 }
522
523 // if you have two broken arms you aren't doing any martial arts
524 // and your hits are not going to hurt very much
525 if( get_working_arm_count() < 1 ) {
526 technique_id = tec_none;
527 d.mult_damage( 0.1 );
528 }
529 // polearms and pikes (but not spears) do less damage to adjacent targets
530 if( cur_weapon.reach_range( *this ) > 1 && !reach_attacking &&
531 cur_weapon.has_flag( "POLEARM" ) ) {
532 d.mult_damage( 0.7 );
533 }
534
535 const ma_technique &technique = technique_id.obj();
536
537 // Handles effects as well; not done in melee_affect_*
538 if( technique.id != tec_none ) {
539 perform_technique( technique, t, d, move_cost );
540 }
541
542 // Proceed with melee attack.
543 if( !t.is_dead_state() ) {
544 // Handles speed penalties to monster & us, etc
545 std::string specialmsg = melee_special_effects( t, d, cur_weapon );
546
547 // gets overwritten with the dealt damage values
548 dealt_damage_instance dealt_dam;
549 dealt_damage_instance dealt_special_dam;
550 if( allow_special ) {
551 perform_special_attacks( t, dealt_special_dam );
552 }
553 t.deal_melee_hit( this, hit_spread, critical_hit, d, dealt_dam );
554 if( dealt_special_dam.type_damage( DT_CUT ) > 0 ||
555 dealt_special_dam.type_damage( DT_STAB ) > 0 ||
556 ( cur_weapon.is_null() && ( dealt_dam.type_damage( DT_CUT ) > 0 ||
557 dealt_dam.type_damage( DT_STAB ) > 0 ) ) ) {
558 if( has_trait( trait_POISONOUS ) ) {
559 add_msg_if_player( m_good, _( "You poison %s!" ), t.disp_name() );
560 t.add_effect( effect_poison, 6_turns );
561 } else if( has_trait( trait_POISONOUS2 ) ) {
562 add_msg_if_player( m_good, _( "You inject your venom into %s!" ),
563 t.disp_name() );
564 t.add_effect( effect_badpoison, 6_turns );
565 }
566 }
567
568 // Make a rather quiet sound, to alert any nearby monsters
569 if( !is_quiet() ) { // check martial arts silence
570 //sound generated later
571 sounds::sound( pos(), 8, sounds::sound_t::combat, "whack!" );
572 }
573 std::string material = "flesh";
574 if( t.is_monster() ) {
575 const monster *m = dynamic_cast<const monster *>( &t );
576 if( m->made_of( material_id( "steel" ) ) ) {
577 material = "steel";
578 }
579 }
580 sfx::generate_melee_sound( pos(), t.pos(), true, t.is_monster(), material );
581 int dam = dealt_dam.total_damage();
583
584 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
585 if( !has_active_bionic( bio_cqb ) ) {
586 melee_train( *this, 5, 10, cur_weapon );
587 }
588
589 if( dam >= 5 && has_artifact_with( AEP_SAP_LIFE ) ) {
590 healall( rng( dam / 10, dam / 5 ) );
591 }
592
593 // Treat monster as seen if we see it before or after the attack
594 if( seen || g->u.sees( t ) ) {
595 std::string message = melee_message( technique, *this, dealt_dam );
596 player_hit_message( this, message, t, dam, critical_hit );
597 } else {
598 add_msg_player_or_npc( m_good, _( "You hit something." ),
599 _( "<npcname> hits something." ) );
600 }
601
602 if( !specialmsg.empty() ) {
603 add_msg_if_player( m_neutral, specialmsg );
604 }
605
606 if( critical_hit ) {
607 // trigger martial arts on-crit effects
608 martial_arts_data->ma_oncrit_effects( *this );
609 }
610
611 }
612
614 did_hit( t );
615
616 if( t.is_dead_state() ) {
617 // trigger martial arts on-kill effects
618 martial_arts_data->ma_onkill_effects( *this );
619 }
620 }
621
622 const int melee = get_skill_level( skill_melee );
623
624 // Previously calculated as 2_gram * std::max( 1, str_cur )
625 // using 16_gram normalizes it to 8 str. Same effort expenditure
626 // for each strike, regardless of weight. This is compensated
627 // for by the additional move cost as weapon weight increases
628 const int weight_cost = cur_weapon.weight() / ( 16_gram );
629 const int encumbrance_cost = roll_remainder( ( encumb( bp_arm_l ) + encumb( bp_arm_r ) ) *
630 2.0f );
631 const int deft_bonus = hit_spread < 0 && has_trait( trait_DEFT ) ? 50 : 0;
632 const float skill_cost = std::max( 0.667f, static_cast<float>( ( 30.0f - melee ) / 30.0f ) );
633 /** @EFFECT_MELEE reduces stamina cost of melee attacks */
634 const int mod_sta = ( weight_cost + encumbrance_cost - deft_bonus + 50 ) * -1 * skill_cost;
635 mod_stamina( std::min( -50, mod_sta ) );
636 add_msg( m_debug, "Stamina burn: %d", std::min( -50, mod_sta ) );
638 // trigger martial arts on-attack effects
639 martial_arts_data->ma_onattack_effects( *this );
640 // some things (shattering weapons) can harm the attacking creature.
642 if( t.as_character() ) {
644 t.as_character()->on_hit( this, bodypart_id( "num_bp" ), &dp );
645 }
646 return;
647}
int attack_cost(const item &weap) const
Returns cost (in moves) of attacking with given item (no modifiers, like stuck)
Definition: melee.cpp:2251
bool can_miss_recovery(const item &weap) const
Returns true if the player is able to use a miss recovery technique.
std::string melee_special_effects(Creature &t, damage_instance &d, item &weap)
Handles combat effects, returns a string of any valid combat effect messages.
Definition: melee.cpp:1847
void perform_special_attacks(Creature &t, dealt_damage_instance &dealt_dam)
Performs special attacks and their effects (poisonous, stinger, etc.)
Definition: melee.cpp:1820
float hit_roll() const override
Returns the player's basic hit roll that is compared to the target's dodge roll.
Definition: melee.cpp:329
bool scored_crit(float target_dodge, const item &weap) const
Returns true if the player scores a critical hit.
Definition: melee.cpp:755
bool reach_attacking
Definition: character.h:618
void did_hit(Creature &target)
Handles special effects when the Character hits a Creature.
Definition: character.cpp:8268
void on_hit(Creature *source, bodypart_id bp_hit, dealt_projectile_attack const *proj) override
This creature just got hit by an attack - possibly special/ranged attack - from source.
Definition: character.cpp:8273
void perform_technique(const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
Definition: melee.cpp:1398
std::string get_miss_reason()
Returns an explanation for why the player would miss a melee attack.
Definition: melee.cpp:361
void roll_all_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds all 3 types of physical damage to instance.
Definition: melee.cpp:383
bool is_quiet() const
Returns true if the player has quiet melee attacks.
virtual bool is_monster() const
Definition: creature.h:101
virtual Character * as_character()
Definition: creature.h:116
virtual int deal_melee_attack(Creature *source, int hitroll)
Definition: creature.cpp:504
virtual float dodge_roll()=0
virtual void deal_melee_hit(Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
Definition: creature.cpp:523
virtual bool is_dead_state() const =0
int reach_range(const Character &guy) const
Max range of melee attack this weapon can be used for.
Definition: item.cpp:5265
matec_id id
Definition: martialarts.h:97
std::string avatar_message
Definition: martialarts.h:112
bool made_of(const material_id &m) const override
Definition: monster.cpp:987
@ AEP_SAP_LIFE
Definition: enums.h:119
void player_hit_message(Character *attacker, const std::string &message, Creature &t, int dam, bool crit=false)
Definition: melee.cpp:2189
static const efftype_id effect_badpoison("badpoison")
std::string melee_message(const ma_technique &tec, Character &p, const dealt_damage_instance &ddi)
Definition: melee.cpp:2071
static const efftype_id effect_hit_by_player("hit_by_player")
int stumble(Character &u, const item &weap)
Definition: melee.cpp:739
static const trait_id trait_POISONOUS("POISONOUS")
static void melee_train(Character &p, int lo, int hi, const item &weap)
Definition: melee.cpp:391
static const trait_id trait_DEFT("DEFT")
static const efftype_id effect_poison("poison")
static const trait_id trait_POISONOUS2("POISONOUS2")
void smash_specific(monster *z, Creature *target)
Definition: monattack.cpp:1103
void generate_melee_sound(const tripoint &source, const tripoint &target, bool hit, bool targ_mon=false, const std::string &material="flesh")
Definition: sounds.cpp:1605
int actual_crit_count
Definition: melee.h:13

References _, melee_statistic_data::actual_crit_count, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SAP_LIFE, Creature::as_character(), item::attack_cost(), attack_cost(), melee_statistic_data::attack_count, ma_technique::avatar_message, bio_cqb, bp_arm_l, bp_arm_r, can_miss_recovery(), Creature::check_dead_state(), sounds::combat, melee_statistic_data::damage_amount, Creature::deal_melee_attack(), Creature::deal_melee_hit(), did_hit(), Creature::disp_name(), Creature::dodge_roll(), DT_CUT, DT_STAB, effect_badpoison, effect_hit_by_player, effect_poison, encumb(), g, sfx::generate_melee_sound(), get_miss_reason(), get_skill_level(), get_working_arm_count(), has_active_bionic(), has_artifact_with(), item::has_flag(), has_trait(), healall(), melee_statistic_data::hit_count, hit_roll(), ma_technique::id, Creature::is_dead_state(), Creature::is_monster(), is_mounted(), item::is_null(), Creature::is_player(), is_quiet(), m_bad, m_debug, m_good, m_info, m_neutral, monster::made_of(), martial_arts_data, melee_message(), melee_special_effects(), melee::melee_stats, melee_train(), mapgen_defer::message, MF_RIDEABLE_MECH, Creature::mod_moves(), mod_stamina(), mounted_creature, move_cost(), damage_instance::mult_damage(), name, string_id< T >::obj(), on_hit(), one_in(), perform_special_attacks(), perform_technique(), pick_technique(), player_hit_message(), Creature::pos(), pos(), primary_weapon(), reach_attacking, item::reach_range(), rng(), roll_all_damage(), roll_remainder(), scored_crit(), skill_melee, mattack::smash_specific(), sounds::sound(), stumble(), tec_none, dealt_damage_instance::total_damage(), trait_DEFT, trait_POISONOUS, trait_POISONOUS2, dealt_damage_instance::type_damage(), used_weapon(), and item::weight().

Referenced by block_hit(), npc::execute_action(), monexamine::mfriend_menu(), avatar_action::move(), npc::move_to(), game::npc_menu(), on_dodge(), perform_technique(), monexamine::pet_menu(), and reach_attack().

◆ melee_special_effects()

std::string Character::melee_special_effects ( Creature t,
damage_instance d,
item weap 
)

Handles combat effects, returns a string of any valid combat effect messages.

Strength increases chance of breaking glass weapons (NEGATIVE)

Definition at line 1847 of file melee.cpp.

1848{
1849 std::string dump;
1850
1851 std::string target = t.disp_name();
1852
1853 const bionic_id bio_shock( "bio_shock" );
1855 ( !is_armed() || primary_weapon().conductive() ) ) {
1857 d.add_damage( DT_ELECTRIC, rng( 2, 10 ) );
1858
1859 if( is_player() ) {
1860 dump += string_format( _( "You shock %s." ), target ) + "\n";
1861 } else {
1862 add_msg_if_npc( _( "<npcname> shocks %s." ), target );
1863 }
1864 }
1865
1866 const bionic_id bio_heat_absorb( "bio_heat_absorb" );
1867 if( has_active_bionic( bio_heat_absorb ) && !is_armed() && t.is_warm() ) {
1869 d.add_damage( DT_COLD, 3 );
1870 if( is_player() ) {
1871 dump += string_format( _( "You drain %s's body heat." ), target ) + "\n";
1872 } else {
1873 add_msg_if_npc( _( "<npcname> drains %s's body heat!" ), target );
1874 }
1875 }
1876
1877 if( primary_weapon().has_flag( "FLAMING" ) ) {
1878 d.add_damage( DT_HEAT, rng( 1, 8 ) );
1879
1880 if( is_player() ) {
1881 dump += string_format( _( "You burn %s." ), target ) + "\n";
1882 } else {
1883 add_msg_player_or_npc( _( "<npcname> burns %s." ), target );
1884 }
1885 }
1886
1887 //Hurting the wielder from poorly-chosen weapons
1888 if( weap.has_flag( "HURT_WHEN_WIELDED" ) && x_in_y( 2, 3 ) ) {
1889 add_msg_if_player( m_bad, _( "The %s cuts your hand!" ), weap.tname() );
1890 deal_damage( nullptr, bodypart_id( "hand_r" ), damage_instance::physical( 0,
1891 weap.damage_melee( DT_CUT ), 0 ) );
1892 if( weap.is_two_handed( *this ) ) { // Hurt left hand too, if it was big
1893 deal_damage( nullptr, bodypart_id( "hand_l" ), damage_instance::physical( 0,
1894 weap.damage_melee( DT_CUT ), 0 ) );
1895 }
1896 }
1897
1898 const int vol = weap.volume() / 250_ml;
1899 // Glass weapons shatter sometimes
1900 if( weap.made_of( material_id( "glass" ) ) &&
1901 /** @EFFECT_STR increases chance of breaking glass weapons (NEGATIVE) */
1902 rng( 0, vol + 8 ) < vol + str_cur ) {
1903 if( is_player() ) {
1904 dump += string_format( _( "Your %s shatters!" ), weap.tname() ) + "\n";
1905 } else {
1906 add_msg_player_or_npc( m_bad, _( "Your %s shatters!" ),
1907 _( "<npcname>'s %s shatters!" ),
1908 weap.tname() );
1909 }
1910
1911 sounds::sound( pos(), 16, sounds::sound_t::combat, "Crack!", true, "smash_success",
1912 "smash_glass_contents" );
1913 // Dump its contents on the ground
1914 weap.contents.spill_contents( pos() );
1915 // Take damage
1916 deal_damage( nullptr, bodypart_id( "arm_r" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1917 0 ) );
1918 if( weap.is_two_handed( *this ) ) { // Hurt left arm too, if it was big
1919 //redeclare shatter_dam because deal_damage mutates it
1920 deal_damage( nullptr, bodypart_id( "arm_l" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1921 0 ) );
1922 }
1923 d.add_damage( DT_CUT, rng( 0, 5 + static_cast<int>( vol * 1.5 ) ) ); // Hurt the monster extra
1924 remove_weapon();
1925 }
1926
1927 if( !t.is_hallucination() ) {
1928 handle_melee_wear( weap );
1929 }
1930
1931 // on-hit effects for martial arts
1932 martial_arts_data->ma_onhit_effects( *this );
1933
1934 return dump;
1935}
item remove_weapon()
Definition: character.cpp:2503
virtual bool is_warm() const
Definition: creature.cpp:967
int damage_melee(damage_type dt) const
Damage of given type caused when this item is used as melee weapon.
Definition: item.cpp:5188
static const bionic_id bio_shock("bio_shock")
static const bionic_id bio_heat_absorb("bio_heat_absorb")

References _, damage_instance::add_damage(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bio_heat_absorb, bio_shock, sounds::combat, item::contents, item::damage_melee(), deal_damage(), Creature::disp_name(), DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, get_power_level(), handle_melee_wear(), has_active_bionic(), Creature::has_flag(), item::has_flag(), is_armed(), Creature::is_hallucination(), Creature::is_player(), item::is_two_handed(), Creature::is_warm(), m_bad, item::made_of(), martial_arts_data, mod_power_level(), damage_instance::physical(), pos(), bionic_data::power_trigger, primary_weapon(), remove_weapon(), rng(), sounds::sound(), item_contents::spill_contents(), str_cur, string_format(), item::tname(), item::volume(), and x_in_y().

Referenced by melee_attack().

◆ mend()

void Character::mend ( int  rate_multiplier)

Handles the chance for broken limbs to spontaneously heal to 1 HP.

Definition at line 1578 of file suffer.cpp.

1579{
1580 // Wearing splints can slowly mend a broken limb back to 1 hp.
1581 bool any_broken = false;
1582 for( const bodypart_id &bp : get_all_body_parts() ) {
1583 if( is_limb_broken( bp ) ) {
1584 any_broken = true;
1585 break;
1586 }
1587 }
1588
1589 if( !any_broken ) {
1590 return;
1591 }
1592
1593 double healing_factor = 1.0;
1594 // Studies have shown that alcohol and tobacco use delay fracture healing time
1595 // Being under effect is 50% slowdown
1596 // Being addicted but not under effect scales from 25% slowdown to 75% slowdown
1597 // The improvement from being intoxicated over withdrawal is intended
1598 if( has_effect( effect_cig ) ) {
1599 healing_factor *= 0.5;
1600 } else {
1601 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::CIG ) );
1602 }
1603
1604 if( has_effect( effect_drunk ) ) {
1605 healing_factor *= 0.5;
1606 } else {
1607 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::ALCOHOL ) );
1608 }
1609
1610 if( get_rad() > 0 && !has_trait( trait_RADIOGENIC ) ) {
1611 healing_factor *= clamp( ( 1000.0f - get_rad() ) / 1000.0f, 0.0f, 1.0f );
1612 }
1613
1614 // Bed rest speeds up mending
1615 if( has_effect( effect_sleep ) ) {
1616 healing_factor *= 4.0;
1617 } else if( get_fatigue() > fatigue_levels::dead_tired ) {
1618 // but being dead tired does not...
1619 healing_factor *= 0.75;
1620 } else {
1621 // If not dead tired, resting without sleep also helps
1622 healing_factor *= 1.0f + rest_quality();
1623 }
1624
1625 // Being healthy helps.
1626 healing_factor *= 1.0f + get_healthy() / 200.0f;
1627
1628 // Very hungry starts lowering the chance
1629 // square rooting the value makes the numbers drop off faster when below 1
1630 healing_factor *= std::sqrt( static_cast<float>( get_stored_kcal() ) / static_cast<float>
1631 ( max_stored_kcal() ) );
1632 // Similar for thirst - starts at very thirsty, drops to 0 at parched
1633 healing_factor *= 1.0f - clamp( 1.0f * ( get_thirst() - thirst_levels::very_thirsty ) /
1634 +thirst_levels::parched, 0.0f, 1.0f );
1635
1636 // Mutagenic healing factor!
1637 bool needs_splint = true;
1638
1639 healing_factor *= mutation_value( "mending_modifier" );
1640
1641 if( has_trait( trait_REGEN_LIZ ) ) {
1642 needs_splint = false;
1643 }
1644
1645 add_msg( m_debug, "Limb mend healing factor: %.2f", healing_factor );
1646 if( healing_factor <= 0.0f ) {
1647 // The section below assumes positive healing rate
1648 return;
1649 }
1650
1651 for( const bodypart_id &bp : get_all_body_parts() ) {
1652 const bool broken = is_limb_broken( bp );
1653 if( !broken ) {
1654 continue;
1655 }
1656
1657 if( needs_splint && !worn_with_flag( flag_SPLINT, bp ) ) {
1658 continue;
1659 }
1660
1661 const time_duration dur_inc = 1_turns * roll_remainder( rate_multiplier * healing_factor );
1662 auto &eff = get_effect( effect_mending, bp->token );
1663 if( eff.is_null() ) {
1664 add_effect( effect_mending, dur_inc, bp->token );
1665 continue;
1666 }
1667
1668 eff.set_duration( eff.get_duration() + dur_inc );
1669
1670 if( eff.get_duration() >= eff.get_max_duration() ) {
1671 set_part_hp_cur( bp, 1 );
1672 remove_effect( effect_mending, bp->token );
1673 g->events().send<event_type::broken_bone_mends>( getID(), bp->token );
1674 //~ %s is bodypart
1675 add_msg_if_player( m_good, _( "Your %s has started to mend!" ),
1676 body_part_name( bp ) );
1677 }
1678 }
1679}
float rest_quality() const
Returns >0 if character is sitting/lying and relatively inactive.
Definition: character.cpp:6431
int addiction_level(add_type type) const
Returns the intensity of the specified addiction.
Definition: suffer.cpp:1934
@ broken
Definition: enums.h:330
static const efftype_id effect_drunk("drunk")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const efftype_id effect_cig("cig")
static const efftype_id effect_sleep("sleep")
static const std::string flag_SPLINT("SPLINT")
static float addiction_scaling(float at_min, float at_max, float add_lvl)
Definition: suffer.cpp:174
static const efftype_id effect_mending("mending")
static const trait_id trait_RADIOGENIC("RADIOGENIC")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), addiction_level(), addiction_scaling(), ALCOHOL, body_part_name(), broken, broken_bone_mends, CIG, clamp(), dead_tired, effect_cig, effect_drunk, effect_mending, effect_sleep, flag_SPLINT(), g, Creature::get_all_body_parts(), Creature::get_effect(), get_fatigue(), get_healthy(), get_rad(), get_stored_kcal(), get_thirst(), getID(), Creature::has_effect(), has_trait(), is_limb_broken(), m_debug, m_good, max_stored_kcal(), mutation_value(), parched, Creature::remove_effect(), rest_quality(), roll_remainder(), Creature::set_part_hp_cur(), trait_RADIOGENIC, trait_REGEN_LIZ, very_thirsty, and worn_with_flag().

Referenced by update_body().

◆ metabolic_rate()

float Character::metabolic_rate ( ) const

Current metabolic rate due to traits, hunger, speed, etc.

Definition at line 612 of file consumption.cpp.

613{
614 return metabolic_rate_base();
615}

References metabolic_rate_base().

Referenced by calc_needs_rates().

◆ metabolic_rate_base()

float Character::metabolic_rate_base ( ) const

Stable base metabolic rate due to traits.

Definition at line 599 of file consumption.cpp.

600{
601 static const std::string hunger_rate_string( "PLAYER_HUNGER_RATE" );
602 static const std::string metabolism_modifier( "metabolism_modifier" );
603
604 float hunger_rate = get_option< float >( hunger_rate_string );
605 float mut_bonus = 1.0f + mutation_value( metabolism_modifier );
606 float with_mut = hunger_rate * mut_bonus;
607 float ench_bonus = bonus_from_enchantments( with_mut, enchant_vals::mod::METABOLISM );
608
609 return std::max( 0.0f, with_mut + ench_bonus );
610}

References bonus_from_enchantments(), enchant_vals::METABOLISM, and mutation_value().

Referenced by bmr(), and metabolic_rate().

◆ mod_base_age()

void Character::mod_base_age ( int  mod)

Definition at line 6771 of file character.cpp.

6772{
6773 init_age += mod;
6774}

References init_age.

Referenced by set_description().

◆ mod_base_height()

void Character::mod_base_height ( int  mod)

Definition at line 6800 of file character.cpp.

6801{
6802 init_height += mod;
6803}

References init_height.

Referenced by set_description().

◆ mod_dex_bonus()

void Character::mod_dex_bonus ( int  ndex)
virtual

◆ mod_fatigue()

◆ mod_healthy()

void Character::mod_healthy ( int  nhealthy)
virtual

Modifiers for health values exclusive to characters.

Definition at line 4255 of file character.cpp.

4256{
4257 float mut_rate = 1.0f;
4258 for( const trait_id &mut : get_mutations() ) {
4259 mut_rate *= mut.obj().healthy_rate;
4260 }
4261 healthy += nhealthy * mut_rate;
4262}

References get_mutations(), and healthy.

Referenced by iuse::adrenaline_injector(), mod_stat(), process_one_effect(), spell_effect::recover_energy(), and update_health().

◆ mod_healthy_mod()

void Character::mod_healthy_mod ( int  nhealthy_mod,
int  cap 
)
virtual

Definition at line 4267 of file character.cpp.

4268{
4269 // TODO: This really should be a full morale-like system, with per-effect caps
4270 // and durations. This version prevents any single effect from exceeding its
4271 // intended ceiling, but multiple effects will overlap instead of adding.
4272
4273 // Cap indicates how far the mod is allowed to shift in this direction.
4274 // It can have a different sign to the mod, e.g. for items that treat
4275 // extremely low health, but can't make you healthy.
4276 if( nhealthy_mod == 0 || cap == 0 ) {
4277 return;
4278 }
4279 int low_cap;
4280 int high_cap;
4281 if( nhealthy_mod < 0 ) {
4282 low_cap = cap;
4283 high_cap = 200;
4284 } else {
4285 low_cap = -200;
4286 high_cap = cap;
4287 }
4288
4289 // If we're already out-of-bounds, we don't need to do anything.
4290 if( ( healthy_mod <= low_cap && nhealthy_mod < 0 ) ||
4291 ( healthy_mod >= high_cap && nhealthy_mod > 0 ) ) {
4292 return;
4293 }
4294
4295 healthy_mod += nhealthy_mod;
4296
4297 // Since we already bailed out if we were out-of-bounds, we can
4298 // just clamp to the boundaries here.
4299 healthy_mod = std::min( healthy_mod, high_cap );
4300 healthy_mod = std::max( healthy_mod, low_cap );
4301}

References healthy_mod.

Referenced by addict_effect(), iuse::blech(), check_needs_extremes(), consume_effects(), hardcoded_effects(), modify_health(), iuse::mycus(), iuse::plantblech(), process_one_effect(), rooted(), suffer_from_bad_bionics(), suffer_from_other_mutations(), update_health(), and iuse::vaccine().

◆ mod_int_bonus()

void Character::mod_int_bonus ( int  nint)
virtual

◆ mod_max_power_level()

void Character::mod_max_power_level ( const units::energy npower_max)

Definition at line 1925 of file character.cpp.

1926{
1927 max_power_level += npower_max;
1928}

References max_power_level.

Referenced by add_bionic(), perform_uninstall(), and uninstall_bionic().

◆ mod_pain()

void Character::mod_pain ( int  npain)
overridevirtual

Modifies a pain value by player traits before passing it to Creature::mod_pain()

Reimplemented from Creature.

Definition at line 755 of file character.cpp.

756{
757 if( npain > 0 ) {
759 return;
760 }
761 // always increase pain gained by one from these bad mutations
762 if( has_trait( trait_MOREPAIN ) ) {
763 npain += std::max( 1, roll_remainder( npain * 0.25 ) );
764 } else if( has_trait( trait_MOREPAIN2 ) ) {
765 npain += std::max( 1, roll_remainder( npain * 0.5 ) );
766 } else if( has_trait( trait_MOREPAIN3 ) ) {
767 npain += std::max( 1, roll_remainder( npain * 1.0 ) );
768 }
769
770 if( npain > 1 ) {
771 // if it's 1 it'll just become 0, which is bad
773 npain = roll_remainder( npain * 0.5 );
774 } else if( has_trait( trait_PAINRESIST ) ) {
775 npain = roll_remainder( npain * 0.67 );
776 }
777 }
778 }
779 Creature::mod_pain( npain );
780}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_MOREPAIN("MORE_PAIN")
static const trait_id trait_PAINRESIST_TROGLO("PAINRESIST_TROGLO")
static const trait_id trait_MOREPAIN2("MORE_PAIN2")
static const trait_id trait_PAINRESIST("PAINRESIST")
static const trait_id trait_MOREPAIN3("MORE_PAIN3")
virtual void mod_pain(int npain)
Definition: creature.cpp:1367

References effect_narcosis, Creature::has_effect(), has_trait(), Creature::mod_pain(), roll_remainder(), trait_MOREPAIN, trait_MOREPAIN2, trait_MOREPAIN3, trait_NOPAIN, trait_PAINRESIST, and trait_PAINRESIST_TROGLO.

Referenced by addict_effect(), iuse::antiparasitic(), apply_damage(), iexamine::autodoc(), iuse::blech(), iuse::blood_draw(), blood_magic(), burn_move_stamina(), activity_handlers::burrow_finish(), cauterize_actor::cauterize_effect(), debug_menu::character_edit_menu(), consume_effects(), eff_fun_bleed(), iuse::ehandcuffs(), game::find_or_make_stairs(), game::grabbed_furn_move(), game::grabbed_veh_move(), hardcoded_effects(), hurtall(), marloss_common(), game::mon_info_update(), iuse::mycus(), activity_handlers::pickaxe_finish(), map::player_in_field(), process_bionic(), process_one_effect(), sounds::process_sound_markers(), iuse::purify_iv(), iuse::purify_smart(), spell_effect::recover_energy(), regen(), suffer_from_bad_bionics(), suffer_from_chemimbalance(), suffer_from_sunburn(), suffer_without_sleep(), try_reject_mutagen(), update_needs(), mutagen_actor::use(), mutagen_iv_actor::use(), and iuse::vaccine().

◆ mod_painkiller()

void Character::mod_painkiller ( int  npkill)

◆ mod_per_bonus()

void Character::mod_per_bonus ( int  nper)
virtual

◆ mod_power_level()

void Character::mod_power_level ( const units::energy npower)

Definition at line 1913 of file character.cpp.

1914{
1915 // Remaining capacity between current and maximum power levels we can make use of.
1916 const units::energy remaining_capacity = get_max_power_level() - get_power_level();
1917 // We can't add more than remaining capacity, so get the minimum of the two
1918 const units::energy minned_npower = std::min( npower, remaining_capacity );
1919 // new candidate power level
1920 const units::energy new_power = get_power_level() + minned_npower;
1921 // set new power level while prevending it from going negative
1922 set_power_level( std::max( 0_kJ, new_power ) );
1923}

References get_max_power_level(), get_power_level(), and set_power_level().

Referenced by activate_bionic(), item::ammo_consume(), burn_fuel(), deactivate_bionic(), npc::discharge_cbm_weapon(), do_skill_rust(), iuse::ehandcuffs(), explosion_handler::emp_blast(), feed_furnace_with(), aim_activity_actor::finish(), iexamine::fireplace(), hack_attempt(), melee_special_effects(), modify_morale(), game::monmove(), on_hit(), game::on_move_effects(), passive_power_gen(), game::phasing_move(), process_bionic(), npc::recharge_cbm(), spell_effect::recover_energy(), mattack::riotbot(), activity_handlers::spellcasting_finish(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_while_underwater(), try_start_hacking(), character_funcs::try_uncanny_dodge(), update_stamina(), use_charges(), and use_fire().

◆ mod_rad()

void Character::mod_rad ( int  mod)

Definition at line 7061 of file character.cpp.

7062{
7063 if( has_trait_flag( "NO_RADIATION" ) ) {
7064 return;
7065 }
7066 set_rad( std::max( 0, get_rad() + mod ) );
7067}

References get_rad(), has_trait_flag(), and set_rad().

Referenced by irradiate(), game::process_artifact(), process_bionic(), process_one_effect(), regen(), and suffer_from_radiation().

◆ mod_skill_level()

void Character::mod_skill_level ( const skill_id ident,
int  delta 
)

Definition at line 3350 of file character.cpp.

3351{
3352 _skills->mod_skill_level( ident, delta );
3353}

References _skills.

Referenced by avatar::create(), npc::randomize(), and set_skills().

◆ mod_sleep_deprivation()

void Character::mod_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4444 of file character.cpp.

4445{
4446 set_sleep_deprivation( sleep_deprivation + nsleep_deprivation );
4447}

References set_sleep_deprivation(), and sleep_deprivation.

Referenced by update_needs().

◆ mod_stamina()

◆ mod_stat()

void Character::mod_stat ( const std::string &  stat,
float  modifier 
)
overridevirtual

Reimplemented from Creature.

Definition at line 537 of file character.cpp.

538{
539 if( stat == "str" ) {
540 mod_str_bonus( modifier );
541 } else if( stat == "dex" ) {
542 mod_dex_bonus( modifier );
543 } else if( stat == "per" ) {
544 mod_per_bonus( modifier );
545 } else if( stat == "int" ) {
546 mod_int_bonus( modifier );
547 } else if( stat == "healthy" ) {
548 mod_healthy( modifier );
549 } else if( stat == "kcal" ) {
550 mod_stored_kcal( modifier );
551 } else if( stat == "hunger" ) {
552 mod_stored_kcal( -10 * modifier );
553 } else if( stat == "thirst" ) {
554 mod_thirst( modifier );
555 } else if( stat == "fatigue" ) {
556 mod_fatigue( modifier );
557 } else if( stat == "oxygen" ) {
558 oxygen += modifier;
559 } else if( stat == "stamina" ) {
560 mod_stamina( modifier );
561 } else {
562 Creature::mod_stat( stat, modifier );
563 }
564}
virtual void mod_healthy(int nhealthy)
Modifiers for health values exclusive to characters.
Definition: character.cpp:4255
virtual void mod_stat(const std::string &stat, float modifier)
Definition: creature.cpp:1720

References mod_dex_bonus(), mod_fatigue(), mod_healthy(), mod_int_bonus(), mod_per_bonus(), mod_stamina(), Creature::mod_stat(), mod_stored_kcal(), mod_str_bonus(), mod_thirst(), and oxygen.

Referenced by apply_skill_boost(), shout(), and consume_drug_iuse::use().

◆ mod_stim()

void Character::mod_stim ( int  mod)

◆ mod_stored_kcal()

◆ mod_stored_nutr()

void Character::mod_stored_nutr ( int  nnutr)
virtual

◆ mod_str_bonus()

void Character::mod_str_bonus ( int  nstr)
virtual

◆ mod_thirst()

◆ modify_addiction()

void Character::modify_addiction ( const islot_comestible comest)

Used to apply addiction modifications from food and medication.

Definition at line 1049 of file consumption.cpp.

1050{
1051 add_addiction( comest.add, comest.addict );
1052 if( addiction_craving( comest.add ) != MORALE_NULL ) {
1053 rem_morale( addiction_craving( comest.add ) );
1054 }
1055}
morale_type addiction_craving(add_type const cur)
Definition: addiction.cpp:307
void add_addiction(add_type type, int strength)
Adds an addiction to the player.
Definition: suffer.cpp:1865
add_type add
effects of addiction
Definition: itype.h:142
int addict
addiction potential
Definition: itype.h:139

References islot_comestible::add, add_addiction(), islot_comestible::addict, addiction_craving(), MORALE_NULL, and rem_morale().

Referenced by consume_effects(), and consume_med().

◆ modify_fatigue()

void Character::modify_fatigue ( const islot_comestible comest)

Used to apply fatigue modifications from food and medication.

Definition at line 1039 of file consumption.cpp.

1040{
1041 mod_fatigue( -comest.fatigue_mod );
1042}
int fatigue_mod
fatigue altering effect
Definition: itype.h:148

References islot_comestible::fatigue_mod, and mod_fatigue().

Referenced by consume_effects(), and consume_med().

◆ modify_health()

void Character::modify_health ( const islot_comestible comest)

Used to apply health modifications from food and medication.

Definition at line 996 of file consumption.cpp.

997{
998 const int effective_health = comest.healthy;
999 // Effectively no cap on health modifiers from food and meds
1000 const int health_cap = 200;
1001 mod_healthy_mod( effective_health, effective_health >= 0 ? health_cap : -health_cap );
1002}
int healthy
TODO: add documentation.
Definition: itype.h:157

References islot_comestible::healthy, and mod_healthy_mod().

Referenced by consume_effects(), and consume_med().

◆ modify_morale()

void Character::modify_morale ( item food,
int  nutr = 0 
)

Used to apply morale modifications from food and medication.

Definition at line 1057 of file consumption.cpp.

1058{
1059 time_duration morale_time = 2_hours;
1060 if( food.has_flag( flag_EATEN_HOT ) ) {
1061 auto heater = find_food_heater( *this, crafting_inventory(),
1062 get_map().has_nearby_fire( pos(), PICKUP_RANGE ) );
1063 if( heater && heater->consume( *this ) ) {
1065 _( "You heat up your %1$s using the %2$s." ),
1066 _( "<npcname> heats up their %1$s using the %2$s." ),
1067 food.tname(), heater->it.tname() );
1068 morale_time = 3_hours;
1069 int clamped_nutr = std::max( 5, std::min( 20, nutr / 10 ) );
1070 add_morale( MORALE_FOOD_HOT, clamped_nutr, 20, morale_time, morale_time / 2 );
1071 }
1072 }
1073
1074 std::pair<int, int> fun = fun_for( food );
1075 if( fun.first < 0 ) {
1077 get_power_level() > units::from_kilojoule( -fun.first ) ) {
1078 mod_power_level( units::from_kilojoule( std::min( 0, fun_for( food ).first ) ) );
1079 } else {
1080 add_morale( MORALE_FOOD_BAD, fun.first, fun.second, morale_time, morale_time / 2, false,
1081 food.type );
1082 }
1083 } else if( fun.first > 0 ) {
1084 add_morale( MORALE_FOOD_GOOD, fun.first, fun.second, morale_time, morale_time / 2, false,
1085 food.type );
1086 }
1087
1088 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
1089 if( has_trait( trait_SPIRITUAL ) ) {
1090 add_morale( MORALE_FOOD_GOOD, 36, 72, 2_hours, 1_hours, false );
1091 } else {
1092 add_morale( MORALE_FOOD_GOOD, 18, 36, 1_hours, 30_minutes, false );
1093 }
1094 }
1095
1096 if( food.has_flag( flag_CANNIBALISM ) ) {
1097 const bool cannibal = has_trait( trait_CANNIBAL );
1098 const bool psycho = has_trait( trait_PSYCHOPATH );
1099 const bool sapiovore = has_trait( trait_SAPIOVORE );
1100 if( cannibal ) {
1101 add_msg_if_player( m_good, _( "You indulge your shameful hunger." ) );
1102 add_morale( MORALE_CANNIBAL, 20, 200 );
1103 } else if( psycho || sapiovore ) {
1104 // Nothing - doesn't care enough to print a message
1105 } else {
1106 add_msg_if_player( m_bad, _( "You feel horrible for eating a person." ) );
1107 add_morale( MORALE_CANNIBAL, -60, -400, 60_minutes, 30_minutes );
1108 }
1109 }
1110
1111 // Allergy check for food that is ingested (not gum)
1112 if( !food.has_flag( "NO_INGEST" ) ) {
1113 const auto allergy = allergy_type( food );
1114 if( allergy != MORALE_NULL ) {
1115 add_msg_if_player( m_bad, _( "Yuck! How can anybody eat this stuff?" ) );
1116 add_morale( allergy, -75, -400, 30_minutes, 24_minutes );
1117 }
1118 if( food.has_flag( flag_ALLERGEN_JUNK ) ) {
1119 if( has_trait( trait_PROJUNK ) ) {
1120 add_msg_if_player( m_good, _( "Mmm, junk food." ) );
1121 add_morale( MORALE_SWEETTOOTH, 5, 30, 30_minutes, 24_minutes );
1122 }
1123 if( has_trait( trait_PROJUNK2 ) ) {
1124 if( !one_in( 100 ) ) {
1125 add_msg_if_player( m_good, _( "When life's got you down, there's always sugar." ) );
1126 } else {
1127 add_msg_if_player( m_good, _( "They may do what they must… you've already won." ) );
1128 }
1129 add_morale( MORALE_SWEETTOOTH, 10, 50, 1_hours, 50_minutes );
1130 }
1131 // Carnivores CAN eat junk food, but they won't like it much.
1132 // Pizza-scraping happens in consume_effects.
1134 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1135 add_morale( MORALE_NO_DIGEST, -25, -125, 30_minutes, 24_minutes );
1136 }
1137 }
1138 }
1139 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
1141 if( !food.rotten() && chew && has_trait( trait_SAPROPHAGE ) ) {
1142 // It's OK to *drink* things that haven't rotted. Alternative is to ban water. D:
1143 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1144 add_morale( MORALE_NO_DIGEST, -75, -400, 30_minutes, 24_minutes );
1145 }
1146 if( food.has_flag( flag_URSINE_HONEY ) && ( !crossed_threshold() ||
1148 mutation_category_level["URSINE"] > 40 ) {
1149 // Need at least 5 bear mutations for effect to show, to filter out mutations in common with other categories
1150 int honey_fun = has_trait( trait_THRESH_URSINE ) ?
1151 std::min( mutation_category_level["URSINE"] / 8, 20 ) :
1152 mutation_category_level["URSINE"] / 12;
1153 if( honey_fun < 10 ) {
1154 add_msg_if_player( m_good, _( "You find the sweet taste of honey surprisingly palatable." ) );
1155 } else {
1156 add_msg_if_player( m_good, _( "You feast upon the sweet honey." ) );
1157 }
1158 add_morale( MORALE_HONEY, honey_fun, 100 );
1159 }
1160}
morale_type allergy_type(const item &food) const
Returns allergy type or MORALE_NULL if not allergic for this character.
std::pair< int, int > fun_for(const item &comest) const
Handles the enjoyability value for a comestible.
static const bionic_id bio_taste_blocker("bio_taste_blocker")
static const trait_id trait_THRESH_URSINE("THRESH_URSINE")
static const std::string flag_URSINE_HONEY("URSINE_HONEY")
static std::optional< prepared_item_consumption > find_food_heater(Character &c, const inventory &inv, bool has_fire)
static const std::string flag_CANNIBALISM("CANNIBALISM")
static const trait_id trait_SAPIOVORE("SAPIOVORE")
static const trait_id trait_PSYCHOPATH("PSYCHOPATH")
static const trait_id trait_PROJUNK("PROJUNK")
static const trait_id trait_SPIRITUAL("SPIRITUAL")
static const std::string flag_EATEN_HOT("EATEN_HOT")
static const trait_id trait_CANNIBAL("CANNIBAL")
const morale_type MORALE_HONEY("morale_honey")
const morale_type MORALE_SWEETTOOTH("morale_sweettooth")
const morale_type MORALE_NO_DIGEST("morale_no_digest")
const morale_type MORALE_FOOD_HOT("morale_food_hot")
const morale_type MORALE_FOOD_GOOD("morale_food_good")
const morale_type MORALE_CANNIBAL("morale_cannibal")
const morale_type MORALE_FOOD_BAD("morale_food_bad")

References _, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), allergy, allergy_type(), bio_taste_blocker, iuse::chew(), comesttype_FOOD(), crafting_inventory(), crossed_threshold(), find_food_heater(), flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_EATEN_HOT(), flag_HIDDEN_HALLU(), flag_URSINE_HONEY(), flag_USE_EAT_VERB(), units::from_kilojoule(), fun_for(), item::get_comestible(), get_map(), get_power_level(), has_active_bionic(), item::has_flag(), has_trait(), m_bad, m_good, mod_power_level(), MORALE_CANNIBAL, MORALE_FOOD_BAD, MORALE_FOOD_GOOD, MORALE_FOOD_HOT, MORALE_HONEY, MORALE_NO_DIGEST, MORALE_NULL, MORALE_SWEETTOOTH, mutation_category_level, one_in(), PICKUP_RANGE, pos(), item::rotten(), item::tname(), trait_CANNIBAL, trait_CARNIVORE, trait_PROJUNK, trait_PROJUNK2, trait_PSYCHOPATH, trait_SAPIOVORE, trait_SAPROPHAGE, trait_SPIRITUAL, trait_THRESH_URSINE, and item::type.

Referenced by consume_effects(), and consume_med().

◆ modify_radiation()

void Character::modify_radiation ( const islot_comestible comest)

Used to apply radiation from food and medication.

Definition at line 1044 of file consumption.cpp.

1045{
1046 irradiate( comest.radiation );
1047}
int radiation
Amount of radiation you get from this comestible.
Definition: itype.h:163

References irradiate(), and islot_comestible::radiation.

Referenced by consume_effects(), and consume_med().

◆ modify_stimulation()

void Character::modify_stimulation ( const islot_comestible comest)

Used to apply stimulation modifications from food and medication.

Definition at line 1004 of file consumption.cpp.

1005{
1006 const int current_stim = get_stim();
1007 if( comest.stim != 0 &&
1008 ( std::abs( current_stim ) < ( std::abs( comest.stim ) * 3 ) ||
1009 sgn( current_stim ) != sgn( comest.stim ) ) ) {
1010 if( comest.stim < 0 ) {
1011 set_stim( std::max( comest.stim * 3, current_stim + comest.stim ) );
1012 } else {
1013 set_stim( std::min( comest.stim * 3, current_stim + comest.stim ) );
1014 }
1015 }
1016 if( has_trait( trait_STIMBOOST ) && ( current_stim > 30 ) &&
1017 ( ( comest.add == add_type::CAFFEINE ) || ( comest.add == add_type::SPEED ) ||
1018 ( comest.add == add_type::COKE ) || ( comest.add == add_type::CRACK ) ) ) {
1019 int hallu_duration = ( current_stim - comest.stim < 30 ) ? current_stim - 30 : comest.stim;
1020 add_effect( effect_visuals, hallu_duration * 30_minutes );
1021 std::vector<std::string> stimboost_msg{ _( "The shadows are getting ever closer." ),
1022 _( "You have a bad feeling about this." ),
1023 _( "A powerful sense of dread comes over you." ),
1024 _( "Your skin starts crawling." ),
1025 _( "They're coming to get you." ),
1026 _( "This might've been a bad idea…" ),
1027 _( "You've really done it this time, haven't you?" ),
1028 _( "You have to stay vigilant. They're always watching…" ),
1029 _( "mistake mistake mistake mistake mistake" ),
1030 _( "Just gotta stay calm, and you'll make it through this." ),
1031 _( "You're starting to feel very jumpy." ),
1032 _( "Something is twitching at the edge of your vision." ),
1033 _( "They know what you've done…" ),
1034 _( "You're feeling even more paranoid than usual." ) };
1035 add_msg_if_player( m_bad, random_entry_ref( stimboost_msg ) );
1036 }
1037}
static const efftype_id effect_visuals("visuals")
static const trait_id trait_STIMBOOST("STIMBOOST")
constexpr int sgn(const T x)
Definition: enums.h:8
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149
int stim
stimulant effect
Definition: itype.h:145

References _, islot_comestible::add, Creature::add_effect(), Creature::add_msg_if_player(), CAFFEINE, COKE, CRACK, effect_visuals, get_stim(), has_trait(), m_bad, random_entry_ref(), set_stim(), sgn(), SPEED, islot_comestible::stim, and trait_STIMBOOST.

Referenced by consume_effects(), and consume_med().

◆ mount_creature()

void Character::mount_creature ( monster z)

Definition at line 959 of file character.cpp.

960{
961 tripoint pnt = z.pos();
962 shared_ptr_fast<monster> mons = g->shared_from( z );
963 if( mons == nullptr ) {
964 add_msg( m_debug, "mount_creature(): monster not found in critter_tracker" );
965 return;
966 }
967 add_effect( effect_riding, 1_turns, num_bp );
968 z.add_effect( effect_ridden, 1_turns, num_bp );
969 if( z.has_effect( effect_tied ) ) {
971 if( z.tied_item ) {
972 i_add( *z.tied_item );
973 z.tied_item.reset();
974 }
975 }
977 if( z.has_effect( effect_harnessed ) ) {
979 add_msg_if_player( m_info, _( "You remove the %s's harness." ), z.get_name() );
980 }
981 mounted_creature = mons;
982 mons->mounted_player = this;
983 if( is_avatar() ) {
984 if( g->u.is_hauling() ) {
985 g->u.stop_hauling();
986 }
987 if( g->u.get_grab_type() != OBJECT_NONE ) {
988 add_msg( m_warning, _( "You let go of the grabbed object." ) );
989 g->u.grab( OBJECT_NONE );
990 }
991 g->place_player( pnt );
992 } else {
993 npc &guy = dynamic_cast<npc &>( *this );
994 guy.setpos( pnt );
995 }
996 z.facing = facing;
997 // Make sure something didn't interrupt this process and knock the player off partway through!
998 if( has_effect( effect_riding ) ) {
999 add_msg_if_player( m_good, _( "You climb on the %s." ), z.get_name() );
1000 if( z.has_flag( MF_RIDEABLE_MECH ) ) {
1001 if( !z.type->mech_weapon.is_empty() ) {
1002 auto mechwep = item{ z.type->mech_weapon };
1003 wield( mechwep );
1004 }
1005 add_msg_if_player( m_good, _( "You hear your %s whir to life." ), z.get_name() );
1006 }
1007 }
1008 // some rideable mechs have night-vision
1010 mod_moves( -100 );
1011}
static const efftype_id effect_tied("tied")
static const efftype_id effect_harnessed("harnessed")
FacingDirection facing
return the direction the creature is facing, for sdl horizontal flip
Definition: creature.h:135
cata::value_ptr< item > tied_item
Definition: monster.h:460
std::string get_name() const override
Definition: monster.cpp:488
void setpos(const tripoint &pos) override
Note: this places NPC on a given position in CURRENT MAP coordinates.
Definition: npc.cpp:689
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16

References _, Creature::add_effect(), monster::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_harnessed, effect_ridden, effect_riding, effect_tied, Creature::facing, g, monster::get_name(), getID(), Creature::has_effect(), monster::has_flag(), i_add(), Creature::is_avatar(), string_id< T >::is_empty(), m_debug, m_good, m_info, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player_id, num_bp, OBJECT_NONE, monster::pos(), recalc_sight_limits(), Creature::remove_effect(), npc::setpos(), monster::tied_item, monster::type, and wield().

Referenced by activity_handlers::find_mount_do_turn(), and monexamine::mount_pet().

◆ move_effects()

bool Character::move_effects ( bool  attacking)
overridevirtual

Processes effects which may prevent the Character from moving (bear traps, crushed, etc.).

Returns false if movement is stopped.

Strength increases chance to escape pit Dexterity increases chance to escape pit, slightly

Implements Creature.

Definition at line 1464 of file character.cpp.

1465{
1466 if( has_effect( effect_downed ) ) {
1467 try_remove_downed( *this );
1468 return false;
1469 }
1470 if( has_effect( effect_webbed ) ) {
1471 try_remove_webs( *this );
1472 return false;
1473 }
1474 if( has_effect( effect_lightsnare ) ) {
1475 try_remove_lightsnare( *this );
1476 return false;
1477
1478 }
1479 if( has_effect( effect_heavysnare ) ) {
1480 try_remove_heavysnare( *this );
1481 return false;
1482 }
1483 if( has_effect( effect_beartrap ) ) {
1484 try_remove_bear_trap( *this );
1485 return false;
1486 }
1487 if( has_effect( effect_crushed ) ) {
1488 try_remove_crushed( *this );
1489 return false;
1490 }
1491 // Below this point are things that allow for movement if they succeed
1492
1493 // Currently we only have one thing that forces movement if you succeed, should we get more
1494 // than this will need to be reworked to only have success effects if /all/ checks succeed
1495 if( has_effect( effect_in_pit ) ) {
1496 /** @EFFECT_STR increases chance to escape pit */
1497
1498 /** @EFFECT_DEX increases chance to escape pit, slightly */
1499 if( rng( 0, 40 ) > get_str() + get_dex() / 2 ) {
1500 add_msg_if_player( m_bad, _( "You try to escape the pit, but slip back in." ) );
1501 return false;
1502 } else {
1503 add_msg_player_or_npc( m_good, _( "You escape the pit!" ),
1504 _( "<npcname> escapes the pit!" ) );
1506 }
1507 }
1508 if( has_effect( effect_grabbed ) && !attacking && !try_remove_grab( *this ) ) {
1509 // NOLINTNEXTLINE(readability-simplify-boolean-expr)
1510 return false;
1511 }
1512 return true;
1513}
static void try_remove_lightsnare(Character &c)
Definition: character.cpp:1314
static void try_remove_crushed(Character &c)
Definition: character.cpp:1374
static const efftype_id effect_crushed("crushed")
static void try_remove_heavysnare(Character &c)
Definition: character.cpp:1343
static void try_remove_bear_trap(Character &c)
Definition: character.cpp:1278
static void try_remove_webs(Character &c)
Definition: character.cpp:1444
static bool try_remove_grab(Character &c)
Definition: character.cpp:1388
static const efftype_id effect_webbed("webbed")
static const efftype_id effect_in_pit("in_pit")
static void try_remove_downed(Character &c)
Definition: character.cpp:1263

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), effect_beartrap, effect_crushed, effect_downed, effect_grabbed, effect_heavysnare, effect_in_pit, effect_lightsnare, effect_webbed, get_dex(), get_str(), Creature::has_effect(), m_bad, m_good, Creature::remove_effect(), rng(), try_remove_bear_trap(), try_remove_crushed(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by avatar_action::move(), npc::move_to(), and game::vertical_move().

◆ movement_mode_is()

bool Character::movement_mode_is ( character_movemode  mode) const

Check against the character's current movement mode.

Definition at line 1548 of file character.cpp.

1549{
1550 return move_mode == mode;
1551}

References move_mode.

Referenced by map::build_vision_transparency_cache(), avatar::cycle_move_mode(), draw_health_classic(), avatar_action::move(), move_mode_color(), move_mode_string(), game::on_move_effects(), Creature::sees(), game::vertical_move(), and game::walk_move().

◆ mut_cbm_encumb()

void Character::mut_cbm_encumb ( char_encumbrance_data vals) const
protected

Applies encumbrance from mutations and bionics only.

Definition at line 4030 of file character.cpp.

4031{
4032
4033 for( const bionic_id &bid : get_bionics() ) {
4034 for( const std::pair<const bodypart_str_id, int> &element : bid->encumbrance ) {
4035 vals.elems[element.first->token].encumbrance += element.second;
4036 }
4037 }
4038
4040 for( auto &val : vals.elems ) {
4041 val.encumbrance += 3; // Slight encumbrance to all parts except eyes
4042 }
4043 vals.elems[bp_eyes].encumbrance -= 3;
4044 }
4045
4046 // Lower penalty for bps covered only by XL armor
4047 const auto oversize = exclusive_flag_coverage( flag_OVERSIZE );
4048 for( const trait_id &mut : get_mutations() ) {
4049 apply_mut_encumbrance( vals, mut, oversize );
4050 }
4051}
static const bionic_id bio_shock_absorber("bio_shock_absorber")
static void apply_mut_encumbrance(char_encumbrance_data &vals, const trait_id &mut, const body_part_set &oversize)
Definition: character.cpp:4015

References apply_mut_encumbrance(), bio_shock_absorber, bp_eyes, char_encumbrance_data::elems, exclusive_flag_coverage(), flag_OVERSIZE(), get_bionics(), get_mutations(), and has_active_bionic().

Referenced by calc_encumbrance().

◆ mutate()

void Character::mutate ( )

Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way.

Definition at line 820 of file mutation.cpp.

821{
822 if( get_option<bool>( "BALANCED_MUTATIONS" ) ) {
824 if( !mutagen ) {
825 return;
826 }
827 float mut_power = to_turns<float>( mutagen.get_duration() ) / to_turns<float>
828 ( mutagen.get_int_dur_factor() );
829 add_msg_if_player( m_debug, "Mutation accumulation: %.1f", mut_power );
830 while( mut_power > 1 || roll_remainder( mut_power ) > 0 ) {
831 std::map<trait_id, float> chances = mutation_chances();
832
833 weighted_float_list<trait_id> mutation_picker;
834 for( const auto &p : chances ) {
835 mutation_picker.add( p.first, p.second );
836 }
837
838 for( int tries = 0; tries < 3; tries++ ) {
839 const trait_id *selected = mutation_picker.pick();
840 if( selected == nullptr ) {
841 continue;
842 }
843 add_msg_if_player( m_debug, "Selected mutation %s", selected->obj().name().c_str() );
844 if( has_trait( *selected ) ) {
845 remove_mutation( *selected );
846 break;
847 } else {
848 mutate_towards( *selected );
849 break;
850 }
851 }
852
853 mutagen.mod_duration( -mutagen.get_int_dur_factor() );
854 mut_power -= 1.0f;
855 }
856 } else {
857 old_mutate();
859 }
860}
void remove_mutation(const trait_id &mut, bool silent=false)
Removes a mutation, downgrading to the previous level if possible.
Definition: mutation.cpp:1313
bool mutate_towards(std::vector< trait_id > muts, int num_tries=INT_MAX)
Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.
Definition: mutation.cpp:1072
std::map< trait_id, float > mutation_chances() const
Calculate percentage chances for mutations.
Definition: mutation.cpp:727
void old_mutate()
Definition: mutation.cpp:862
time_duration get_int_dur_factor() const
Returns the number of turns it takes for the intensity to fall by 1 or 0 if intensity isn't based on ...
Definition: effect.cpp:1207
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
T * add(const T &obj, const W &weight)
This will add a new object to the weighted list.
Definition: weighted_list.h:33
const T * pick(unsigned int randi) const
This will return a pointer to an object from the list randomly selected and biased by weight.
Definition: weighted_list.h:94

References weighted_list< W, T >::add(), Creature::add_msg_if_player(), effect_accumulated_mutagen, effect::get_duration(), Creature::get_effect(), effect::get_int_dur_factor(), has_trait(), m_debug, effect::mod_duration(), mutate_towards(), mutation_chances(), mutation_branch::name(), old_mutate(), weighted_list< W, T >::pick(), Creature::remove_effect(), remove_mutation(), and roll_remainder().

Referenced by iuse::artifact(), eff_fun_mutating(), hardcoded_effects(), marloss_common(), spell_effect::mutate(), mutate_category(), iuse::mycus(), mattack::science(), iuse::sewage(), suffer_from_artifacts(), suffer_from_other_mutations(), and suffer_from_radiation().

◆ mutate_category()

void Character::mutate_category ( const std::string &  mut_cat)

Picks a random valid mutation in a category and mutate_towards() it.

Definition at line 1019 of file mutation.cpp.

1020{
1021 // Hacky ID comparison is better than separate hardcoded branch used before
1022 // TODO: Turn it into the null id
1023 if( cat == "ANY" ) {
1024 mutate();
1025 return;
1026 }
1027
1028 bool force_bad = one_in( 3 ) && !get_option<bool>( "BALANCED_MUTATIONS" );
1029 bool force_good = false;
1030 if( has_trait( trait_ROBUST ) && force_bad ) {
1031 // Robust Genetics gives you a 33% chance for a good mutation,
1032 // instead of the 33% chance of a bad one.
1033 force_bad = false;
1034 force_good = true;
1035 }
1036 if( has_trait( trait_CHAOTIC_BAD ) ) {
1037 force_bad = true;
1038 force_good = false;
1039 }
1040
1041 // Pull the category's list for valid mutations
1042 std::vector<trait_id> valid = mutations_category[cat];
1043
1044 // Remove anything we already have, that we have a child of, or that
1045 // goes against our intention of a good/bad mutation
1046 for( size_t i = 0; i < valid.size(); i++ ) {
1047 if( !mutation_ok( valid[i], force_good, force_bad ) ) {
1048 valid.erase( valid.begin() + i );
1049 i--;
1050 }
1051 }
1052
1053 mutate_towards( valid, 2 );
1054}
bool mutation_ok(const trait_id &mutation, bool force_good, bool force_bad) const
Returns true if the player doesn't have the mutation or a conflicting one and it complies with the fo...
Definition: mutation.cpp:614
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_ROBUST("ROBUST")
std::map< std::string, std::vector< trait_id > > mutations_category

References has_trait(), mutate(), mutate_towards(), mutation_ok(), mutations_category, one_in(), trait_CHAOTIC_BAD, and trait_ROBUST.

Referenced by eff_fun_rat(), hardcoded_effects(), spell_effect::mutate(), iuse::mycus(), npc::randomize(), mutagen_actor::use(), and mutagen_iv_actor::use().

◆ mutate_towards() [1/2]

bool Character::mutate_towards ( const trait_id mut)

Mutates toward the entered mutation, upgrading or removing conflicts if necessary.

Definition at line 1088 of file mutation.cpp.

1089{
1090 if( has_child_flag( mut ) ) {
1091 remove_child_flag( mut );
1092 return true;
1093 }
1094 const mutation_branch &mdata = mut.obj();
1095
1096 bool has_prereqs = false;
1097 bool prereq1 = false;
1098 bool prereq2 = false;
1099 std::vector<trait_id> canceltrait;
1100 std::vector<trait_id> prereq = mdata.prereqs;
1101 std::vector<trait_id> prereqs2 = mdata.prereqs2;
1102 std::vector<trait_id> cancel = mdata.cancels;
1103 std::vector<trait_id> same_type = get_mutations_in_types( mdata.types );
1104 std::vector<trait_id> all_prereqs = get_all_mutation_prereqs( mut );
1105
1106 // Check mutations of the same type - except for the ones we might need for pre-reqs
1107 for( const auto &consider : same_type ) {
1108 if( std::find( all_prereqs.begin(), all_prereqs.end(), consider ) == all_prereqs.end() ) {
1109 cancel.push_back( consider );
1110 }
1111 }
1112
1113 for( size_t i = 0; i < cancel.size(); i++ ) {
1114 if( !has_trait( cancel[i] ) ) {
1115 cancel.erase( cancel.begin() + i );
1116 i--;
1117 } else if( has_base_trait( cancel[i] ) ) {
1118 //If we have the trait, but it's a base trait, don't allow it to be removed normally
1119 canceltrait.push_back( cancel[i] );
1120 cancel.erase( cancel.begin() + i );
1121 i--;
1122 }
1123 }
1124
1125 for( size_t i = 0; i < cancel.size(); i++ ) {
1126 if( !cancel.empty() ) {
1127 trait_id removed = cancel[i];
1128 remove_mutation( removed );
1129 cancel.erase( cancel.begin() + i );
1130 i--;
1131 // This checks for cases where one trait knocks out several others
1132 // Probably a better way, but gets it Fixed Now--KA101
1133 return mutate_towards( mut );
1134 }
1135 }
1136
1137 for( size_t i = 0; ( !prereq1 ) && i < prereq.size(); i++ ) {
1138 if( has_trait( prereq[i] ) ) {
1139 prereq1 = true;
1140 }
1141 }
1142
1143 for( size_t i = 0; ( !prereq2 ) && i < prereqs2.size(); i++ ) {
1144 if( has_trait( prereqs2[i] ) ) {
1145 prereq2 = true;
1146 }
1147 }
1148
1149 if( prereq1 && prereq2 ) {
1150 has_prereqs = true;
1151 }
1152
1153 if( !has_prereqs && ( !prereq.empty() || !prereqs2.empty() ) ) {
1154 if( !prereq1 && !prereq.empty() ) {
1155 return mutate_towards( prereq );
1156 } else if( !prereq2 && !prereqs2.empty() ) {
1157 return mutate_towards( prereqs2 );
1158 }
1159 }
1160
1161 // Check for threshold mutation, if needed
1162 bool threshold = mdata.threshold;
1163 bool profession = mdata.profession;
1164 bool has_threshreq = false;
1165 std::vector<trait_id> threshreq = mdata.threshreq;
1166
1167 // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid
1168 // and aren't categorized. This can happen if someone makes a threshold mutation into a prerequisite.
1169 if( threshold ) {
1170 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1171 return false;
1172 }
1173 if( profession ) {
1174 // Profession picks fail silently
1175 return false;
1176 }
1177
1178 for( size_t i = 0; !has_threshreq && i < threshreq.size(); i++ ) {
1179 if( has_trait( threshreq[i] ) ) {
1180 has_threshreq = true;
1181 }
1182 }
1183
1184 // No crossing The Threshold by simply not having it
1185 if( !has_threshreq && !threshreq.empty() ) {
1186 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1187 return false;
1188 }
1189
1190 // Check if one of the prerequisites that we have TURNS INTO this one
1191 trait_id replacing = trait_id::NULL_ID();
1192 prereq = mdata.prereqs; // Reset it
1193 for( auto &elem : prereq ) {
1194 if( has_trait( elem ) ) {
1195 const trait_id &pre = elem;
1196 const auto &p = pre.obj();
1197 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1198 if( p.replacements[j] == mut ) {
1199 replacing = pre;
1200 }
1201 }
1202 }
1203 }
1204
1205 // Loop through again for prereqs2
1206 trait_id replacing2 = trait_id::NULL_ID();
1207 prereq = mdata.prereqs2; // Reset it
1208 for( auto &elem : prereq ) {
1209 if( has_trait( elem ) ) {
1210 const trait_id &pre2 = elem;
1211 const auto &p = pre2.obj();
1212 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1213 if( p.replacements[j] == mut ) {
1214 replacing2 = pre2;
1215 }
1216 }
1217 }
1218 }
1219
1220 bool mutation_replaced = false;
1221
1222 game_message_type rating;
1223
1224 if( replacing ) {
1225 const auto &replace_mdata = replacing.obj();
1226 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1227 rating = m_mixed;
1228 } else if( replace_mdata.points - mdata.points < 0 ) {
1229 rating = m_good;
1230 } else if( mdata.points - replace_mdata.points < 0 ) {
1231 rating = m_bad;
1232 } else {
1233 rating = m_neutral;
1234 }
1235 //  TODO: Limit this to visible mutations
1236 // TODO: In case invisible mutation turns into visible or vice versa
1237 // print only the visible mutation appearing/disappearing
1238 add_msg_player_or_npc( rating,
1239 _( "Your %1$s mutation turns into %2$s!" ),
1240 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1241 replace_mdata.name(), mdata.name() );
1242
1243 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1244 unset_mutation( replacing );
1245 mutation_replaced = true;
1246 }
1247 if( replacing2 ) {
1248 const auto &replace_mdata = replacing2.obj();
1249 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1250 rating = m_mixed;
1251 } else if( replace_mdata.points - mdata.points < 0 ) {
1252 rating = m_good;
1253 } else if( mdata.points - replace_mdata.points < 0 ) {
1254 rating = m_bad;
1255 } else {
1256 rating = m_neutral;
1257 }
1258 add_msg_player_or_npc( rating,
1259 _( "Your %1$s mutation turns into %2$s!" ),
1260 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1261 replace_mdata.name(), mdata.name() );
1262 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1263 unset_mutation( replacing2 );
1264 mutation_replaced = true;
1265 }
1266 for( const auto &i : canceltrait ) {
1267 const auto &cancel_mdata = i.obj();
1268 if( mdata.mixed_effect || cancel_mdata.mixed_effect ) {
1269 rating = m_mixed;
1270 } else if( mdata.points < cancel_mdata.points ) {
1271 rating = m_bad;
1272 } else if( mdata.points > cancel_mdata.points ) {
1273 rating = m_good;
1274 } else if( mdata.points == cancel_mdata.points ) {
1275 rating = m_neutral;
1276 } else {
1277 rating = m_mixed;
1278 }
1279 // If this new mutation cancels a base trait, remove it and add the mutation at the same time
1280 add_msg_player_or_npc( rating,
1281 _( "Your innate %1$s trait turns into %2$s!" ),
1282 _( "<npcname>'s innate %1$s trait turns into %2$s!" ),
1283 cancel_mdata.name(), mdata.name() );
1284 g->events().send<event_type::evolves_mutation>( getID(), cancel_mdata.id, mdata.id );
1285 unset_mutation( i );
1286 mutation_replaced = true;
1287 }
1288 if( !mutation_replaced ) {
1289 if( mdata.mixed_effect ) {
1290 rating = m_mixed;
1291 } else if( mdata.points > 0 ) {
1292 rating = m_good;
1293 } else if( mdata.points < 0 ) {
1294 rating = m_bad;
1295 } else {
1296 rating = m_neutral;
1297 }
1298 // TODO: Limit to visible mutations
1299 add_msg_player_or_npc( rating,
1300 _( "You gain a mutation called %s!" ),
1301 _( "<npcname> gains a mutation called %s!" ),
1302 mdata.name() );
1303 g->events().send<event_type::gains_mutation>( getID(), mdata.id );
1304 }
1305
1306 set_mutation( mut );
1307
1310 return true;
1311}
static bool same_type(const std::list< item > &items)
void remove_child_flag(const trait_id &flag)
Removes the mutation's child flag from the player's list.
Definition: mutation.cpp:1471
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7794
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7771
@ cancel
Definition: craft_command.h:28
game_message_type
Definition: enums.h:259
static std::vector< trait_id > get_all_mutation_prereqs(const trait_id &id)
Definition: mutation.cpp:1056
std::vector< trait_id > get_mutations_in_types(const std::set< std::string > &ids)
trait_id id
Definition: mutation.h:76
bool threshold
Definition: mutation.h:83
std::set< std::string > types
Definition: mutation.h:261
bool profession
Definition: mutation.h:85
std::vector< trait_id > threshreq
Definition: mutation.h:260
bool mixed_effect
Definition: mutation.h:91

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel, mutation_branch::cancels, drench_mut_calc(), evolves_mutation, detail::find(), g, gains_mutation, get_all_mutation_prereqs(), get_mutations_in_types(), getID(), has_base_trait(), has_child_flag(), has_trait(), mutation_branch::id, m_bad, m_good, m_mixed, m_neutral, mutation_branch::mixed_effect, mutate_towards(), mutation_branch::name(), string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), mutation_branch::points, mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::profession, remove_child_flag(), remove_mutation(), same_type(), set_highest_cat_level(), set_mutation(), mutation_branch::threshold, mutation_branch::threshreq, mutation_branch::types, and unset_mutation().

◆ mutate_towards() [2/2]

bool Character::mutate_towards ( std::vector< trait_id muts,
int  num_tries = INT_MAX 
)

Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.

Definition at line 1072 of file mutation.cpp.

1073{
1074 while( !muts.empty() && num_tries > 0 ) {
1075 int i = rng( 0, muts.size() - 1 );
1076
1077 if( mutate_towards( muts[i] ) ) {
1078 return true;
1079 }
1080
1081 muts.erase( muts.begin() + i );
1082 --num_tries;
1083 }
1084
1085 return false;
1086}

References mutate_towards(), and rng().

Referenced by mutate(), spell_effect::mutate(), mutate_category(), mutate_towards(), old_mutate(), and debug_menu::wishmutate().

◆ mutation_armor() [1/3]

resistances Character::mutation_armor ( bodypart_id  bp) const

Returns resistances on a body part provided by mutations.

Definition at line 6411 of file character.cpp.

6412{
6413 resistances res;
6414 for( const trait_id &iter : get_mutations() ) {
6415 res += iter->damage_resistance( bp->token );
6416 }
6417
6418 return res;
6419}

References get_mutations().

Referenced by get_all_armor_type(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), mutation_armor(), and passive_absorb_hit().

◆ mutation_armor() [2/3]

float Character::mutation_armor ( bodypart_id  bp,
const damage_unit du 
) const

Definition at line 6426 of file character.cpp.

6427{
6428 return mutation_armor( bp ).get_effective_resist( du );
6429}
float get_effective_resist(const damage_unit &du) const
Definition: damage.cpp:217

References resistances::get_effective_resist(), and mutation_armor().

◆ mutation_armor() [3/3]

float Character::mutation_armor ( bodypart_id  bp,
damage_type  dt 
) const

Definition at line 6421 of file character.cpp.

6422{
6423 return mutation_armor( bp ).type_resist( dt );
6424}
float type_resist(damage_type dt) const
Definition: damage.cpp:213

References mutation_armor(), and resistances::type_resist().

◆ mutation_attacks()

std::vector< special_attack > Character::mutation_attacks ( Creature t) const

Returns a vector of valid mutation attacks.

Unarmed increases chance of attacking with mutated body parts Dexterity increases chance of attacking with mutated body parts

Definition at line 1992 of file melee.cpp.

1993{
1994 std::vector<special_attack> ret;
1995
1996 std::string target = t.disp_name();
1997
1998 const body_part_set usable_body_parts = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
1999 const int unarmed = get_skill_level( skill_unarmed );
2000
2001 for( const trait_id &pr : get_mutations() ) {
2002 const mutation_branch &branch = pr.obj();
2003 for( const mut_attack &mut_atk : branch.attacks_granted ) {
2004 // Covered body part
2005 if( mut_atk.bp != num_bp && !usable_body_parts.test( mut_atk.bp ) ) {
2006 continue;
2007 }
2008
2009 /** @EFFECT_UNARMED increases chance of attacking with mutated body parts */
2010 /** @EFFECT_DEX increases chance of attacking with mutated body parts */
2011
2012 // Calculate actor ability value to be compared against mutation attack difficulty and add debug message
2013 const int proc_value = get_dex() + unarmed;
2014 add_msg( m_debug, "%s proc chance: %d in %d", pr.c_str(), proc_value, mut_atk.chance );
2015 // If the mutation attack fails to proc, bail out
2016 if( !x_in_y( proc_value, mut_atk.chance ) ) {
2017 continue;
2018 }
2019
2020 // If player has any blocker, bail out
2021 if( std::any_of( mut_atk.blocker_mutations.begin(), mut_atk.blocker_mutations.end(),
2022 [this]( const trait_id & blocker ) {
2023 return has_trait( blocker );
2024 } ) ) {
2025 add_msg( m_debug, "%s not procing: blocked", pr.c_str() );
2026 continue;
2027 }
2028
2029 // Player must have all needed traits
2030 if( !std::all_of( mut_atk.required_mutations.begin(), mut_atk.required_mutations.end(),
2031 [this]( const trait_id & need ) {
2032 return has_trait( need );
2033 } ) ) {
2034 add_msg( m_debug, "%s not procing: unmet req", pr.c_str() );
2035 continue;
2036 }
2037
2038 special_attack tmp;
2039 // Ugly special case: player's strings have only 1 variable, NPC have 2
2040 // Can't use <npcname> here
2041 // TODO: Fix
2042 if( is_player() ) {
2043 tmp.text = string_format( _( mut_atk.attack_text_u ), target );
2044 } else {
2045 tmp.text = string_format( _( mut_atk.attack_text_npc ), name, target );
2046 }
2047
2048 // Attack starts here
2049 if( mut_atk.hardcoded_effect ) {
2050 tmp.damage = hardcoded_mutation_attack( *this, pr );
2051 } else {
2052 damage_instance dam = mut_atk.base_damage;
2053 damage_instance scaled = mut_atk.strength_damage;
2054 scaled.mult_damage( std::min<float>( 15.0f, get_str() ), true );
2055 dam.add( scaled );
2056
2057 tmp.damage = dam;
2058 }
2059
2060 if( tmp.damage.total_damage() > 0.0f ) {
2061 ret.emplace_back( tmp );
2062 } else {
2063 add_msg( m_debug, "%s not procing: zero damage", pr.c_str() );
2064 }
2065 }
2066 }
2067
2068 return ret;
2069}
static damage_instance hardcoded_mutation_attack(const Character &u, const trait_id &id)
Definition: melee.cpp:1937
float total_damage() const
Definition: damage.cpp:75
void add(const damage_instance &added_di)
Definition: damage.cpp:93
std::string attack_text_u
Text printed when the attack is proced by you.
Definition: mutation.h:39
std::set< trait_id > blocker_mutations
Need none of those to qualify for this attack.
Definition: mutation.h:45
std::set< trait_id > required_mutations
Need all of those to qualify for this attack.
Definition: mutation.h:43
int chance
Chance to proc is one_in( chance - dex - unarmed )
Definition: mutation.h:51
body_part bp
If not num_bp, this body part needs to be uncovered for the attack to proc.
Definition: mutation.h:48
damage_instance base_damage
Definition: mutation.h:53
bool hardcoded_effect
Should be true when and only when this attack needs hardcoded handling.
Definition: mutation.h:58
damage_instance strength_damage
Multiplied by strength and added to the above.
Definition: mutation.h:55
std::string attack_text_npc
As above, but for npc.
Definition: mutation.h:41
std::vector< mut_attack > attacks_granted
Attacks granted by this mutation.
Definition: mutation.h:250
std::string text
Definition: character.h:197
damage_instance damage
Definition: character.h:198

References _, damage_instance::add(), add_msg(), mut_attack::attack_text_npc, mut_attack::attack_text_u, mutation_branch::attacks_granted, mut_attack::base_damage, mut_attack::blocker_mutations, mut_attack::bp, mut_attack::chance, special_attack::damage, Creature::disp_name(), exclusive_flag_coverage(), get_dex(), get_mutations(), get_skill_level(), get_str(), mut_attack::hardcoded_effect, hardcoded_mutation_attack(), Creature::is_player(), m_debug, damage_instance::mult_damage(), name, num_bp, mut_attack::required_mutations, cata::hash64_detail::ret, skill_unarmed, mut_attack::strength_damage, string_format(), body_part_set::test(), special_attack::text, damage_instance::total_damage(), and x_in_y().

Referenced by perform_special_attacks().

◆ mutation_chances()

std::map< trait_id, float > Character::mutation_chances ( ) const

Calculate percentage chances for mutations.

Definition at line 727 of file mutation.cpp.

728{
729 bool force_bad = false;
730 const bool force_good = false;
732 force_bad = true;
733 }
734
735 int current_score = genetic_score( *this );
736 // 10/10/10/10 in stats, balanced traits, plus tip
737 int expected_score = 4 * 10 + 6;
738 int direction = expected_score - current_score;
739
740 // Duplicates allowed - they'll increase chances of change
741 std::vector<potential_mutation> potential;
742
743 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
744 const trait_id &base_mutation = traits_iter.id;
745 const mutation_branch &base_mdata = traits_iter;
746 bool thresh_save = base_mdata.threshold;
747 bool prof_save = base_mdata.profession;
748 bool purify_save = !base_mdata.purifiable;
749 bool can_remove = !thresh_save && !prof_save && !purify_save;
750
751 if( has_trait( base_mutation ) ) {
752 for( const trait_id &mutation : base_mdata.replacements ) {
753 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
754 potential.emplace_back( base_mutation, mutation, 3 );
755 }
756 }
757
758 for( const trait_id &mutation : base_mdata.additions ) {
759 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
760 potential.emplace_back( trait_id::NULL_ID(), mutation, 3 );
761 }
762 }
763
764 // Removal or downgrade (if possible)
765 if( can_remove ) {
766 potential.emplace_back( base_mutation, trait_id::NULL_ID(), 2 );
767 }
768 } else {
769 // Addition from nothing
770 // Duplicates addition above, but that's OK, we need to handle dupes anyway
771 if( base_mutation->valid && mutation_ok( base_mutation, force_good, force_bad ) ) {
772 potential.emplace_back( trait_id::NULL_ID(), base_mutation, 1 );
773 }
774 }
775 }
776
777 // We need all mutation categories in here
778 std::map<std::string, int> padded_mut_cat_lvl = mutation_category_level;
779 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
780 for( const std::string &cat : traits_iter.category ) {
781 // Will do nothing if it exists already
782 padded_mut_cat_lvl.insert( std::make_pair( cat, 0 ) );
783 }
784 }
785
786 const std::map<std::string, float> add_weighs =
787 calc_category_weights( padded_mut_cat_lvl, true );
788 const std::map<std::string, float> rem_weighs =
789 calc_category_weights( padded_mut_cat_lvl, false );
790
791 // Not normalized
792 std::map<trait_id, float> chances;
793
794 // Warning: has duplicates
795 for( const potential_mutation &pm : potential ) {
796 int cost_from = pm.from.is_valid() ? pm.from->cost : 0;
797 int cost_to = pm.to.is_valid() ? pm.to->cost : 0;
798 int score_diff = cost_to - cost_from;
799
800 if( pm.to.is_valid() ) {
801 float cat_mod = std::accumulate( pm.to->category.begin(), pm.to->category.end(), 0.0f,
802 [&add_weighs]( float m, const std::string & cat ) {
803 return std::max( m, add_weighs.at( cat ) );
804 } );
805 float c = score_difference_to_chance( direction + score_diff );
806 chances[pm.to] += c * cat_mod;
807 } else if( pm.from.is_valid() ) {
808 float cat_mod = std::accumulate( pm.from->category.begin(), pm.from->category.end(), 0.0f,
809 [&rem_weighs]( float m, const std::string & cat ) {
810 return std::min( m, rem_weighs.at( cat ) );
811 } );
812 float c = score_difference_to_chance( direction - score_diff );
813 chances[pm.from] += c * cat_mod;
814 }
815 }
816
817 return normalized_map( chances );
818}
direction
Definition: line.h:39
constexpr double c
Definition: magic.cpp:1032
static float score_difference_to_chance(float diff)
Definition: mutation.cpp:665
static T normalized_map(const T &ctn)
Definition: mutation.cpp:674
static int genetic_score(const Character &c)
Definition: mutation.cpp:658
static std::map< std::string, float > calc_category_weights(const std::map< std::string, int > &mcl, bool addition)
Definition: mutation.cpp:694
static const std::vector< mutation_branch > & get_all()
All known mutations.
bool purifiable
Definition: mutation.h:81
std::vector< trait_id > additions
Definition: mutation.h:264

References mutation_branch::additions, c, calc_category_weights(), genetic_score(), mutation_branch::get_all(), has_trait(), string_id< T >::id(), mutation_category_level, mutation_ok(), normalized_map(), string_id< mutation_branch >::NULL_ID(), mutation_branch::profession, mutation_branch::purifiable, mutation_branch::replacements, score_difference_to_chance(), mutation_branch::threshold, trait_CHAOTIC_BAD, and mutation_branch::valid.

Referenced by debug_menu::debug(), and mutate().

◆ mutation_effect()

void Character::mutation_effect ( const trait_id mut)

Handles things like removal of armor, etc.

Definition at line 256 of file mutation.cpp.

257{
258 if( mut == trait_GLASSJAW ) {
259 recalc_hp();
260
261 } else if( mut == trait_STR_ALPHA ) {
262 if( str_max < 16 ) {
263 str_max = 8 + str_max / 2;
264 }
265 apply_mods( mut, true );
266 recalc_hp();
267 } else if( mut == trait_DEX_ALPHA ) {
268 if( dex_max < 16 ) {
269 dex_max = 8 + dex_max / 2;
270 }
271 apply_mods( mut, true );
272 } else if( mut == trait_INT_ALPHA ) {
273 if( int_max < 16 ) {
274 int_max = 8 + int_max / 2;
275 }
276 apply_mods( mut, true );
277 } else if( mut == trait_INT_SLIME ) {
278 int_max *= 2; // Now, can you keep it? :-)
279
280 } else if( mut == trait_PER_ALPHA ) {
281 if( per_max < 16 ) {
282 per_max = 8 + per_max / 2;
283 }
284 apply_mods( mut, true );
285 } else {
286 apply_mods( mut, true );
287 }
288
290
291 const auto &branch = mut.obj();
292 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
293 branch.hp_adjustment != 0.0f ) {
294 recalc_hp();
295 }
296
297 remove_worn_items_with( [&]( item & armor ) {
298 static const std::string mutation_safe = "OVERSIZE";
299 if( armor.has_flag( mutation_safe ) ) {
300 return false;
301 }
302 if( !branch.conflicts_with_item( armor ) ) {
303 return false;
304 }
305
307 _( "Your %s is pushed off!" ),
308 _( "<npcname>'s %s is pushed off!" ),
309 armor.tname() );
310 get_map().add_item_or_charges( pos(), armor );
311 return true;
312 } );
313
314 if( branch.starts_active ) {
315 my_mutations[mut].powered = true;
316 }
317
318 on_mutation_gain( mut );
319}
std::list< item > remove_worn_items_with(std::function< bool(item &)> filter)
Similar to remove_items_with, but considers only worn items and not their content (item::contents is ...
Definition: character.cpp:2283
static const trait_id trait_PER_ALPHA("PER_ALPHA")
static const trait_id trait_STR_ALPHA("STR_ALPHA")
static const trait_id trait_GLASSJAW("GLASSJAW")
static const trait_id trait_DEX_ALPHA("DEX_ALPHA")
static const trait_id trait_INT_SLIME("INT_SLIME")
static const trait_id trait_INT_ALPHA("INT_ALPHA")

References _, Creature::add_msg_player_or_npc(), apply_mods(), dex_max, get_map(), item::has_flag(), int_max, m_bad, my_mutations, string_id< T >::obj(), on_mutation_gain(), per_max, pos(), recalc_hp(), recalculate_size(), remove_worn_items_with(), str_max, item::tname(), trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_wear(), set_mutation(), and switch_mutations().

◆ mutation_loss_effect()

void Character::mutation_loss_effect ( const trait_id mut)

Handles what happens when you lose a mutation.

Definition at line 321 of file mutation.cpp.

322{
323 if( mut == trait_GLASSJAW ) {
324 recalc_hp();
325
326 } else if( mut == trait_STR_ALPHA ) {
327 apply_mods( mut, false );
328 if( str_max < 16 ) {
329 str_max = 2 * ( str_max - 8 );
330 }
331 recalc_hp();
332 } else if( mut == trait_DEX_ALPHA ) {
333 apply_mods( mut, false );
334 if( dex_max < 16 ) {
335 dex_max = 2 * ( dex_max - 8 );
336 }
337 } else if( mut == trait_INT_ALPHA ) {
338 apply_mods( mut, false );
339 if( int_max < 16 ) {
340 int_max = 2 * ( int_max - 8 );
341 }
342 } else if( mut == trait_INT_SLIME ) {
343 int_max /= 2; // In case you have a freak accident with the debug menu ;-)
344
345 } else if( mut == trait_PER_ALPHA ) {
346 apply_mods( mut, false );
347 if( per_max < 16 ) {
348 per_max = 2 * ( per_max - 8 );
349 }
350 } else {
351 apply_mods( mut, false );
352 }
353
355
356 const auto &branch = mut.obj();
357 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
358 branch.hp_adjustment != 0.0f ) {
359 recalc_hp();
360 }
361
362 on_mutation_loss( mut );
363}
void on_mutation_loss(const trait_id &mid)
Called when a mutation is lost.
Definition: character.cpp:9878

References apply_mods(), dex_max, int_max, string_id< T >::obj(), on_mutation_loss(), per_max, recalc_hp(), recalculate_size(), str_max, trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_takeoff(), switch_mutations(), and unset_mutation().

◆ mutation_ok()

bool Character::mutation_ok ( const trait_id mutation,
bool  force_good,
bool  force_bad 
) const

Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing.

Definition at line 614 of file mutation.cpp.

615{
616 if( !is_category_allowed( mutation->category ) ) {
617 return false;
618 }
619 if( mutation_branch::trait_is_blacklisted( mutation ) ) {
620 return false;
621 }
622 if( has_trait( mutation ) || has_child_flag( mutation ) ) {
623 // We already have this mutation or something that replaces it.
624 return false;
625 }
626
627 for( const bionic_id &bid : get_bionics() ) {
628 for( const trait_id &mid : bid->canceled_mutations ) {
629 if( mid == mutation ) {
630 return false;
631 }
632 }
633 }
634
635 const mutation_branch &mdata = mutation.obj();
636 if( force_bad && mdata.points > 0 ) {
637 // This is a good mutation, and we're due for a bad one.
638 return false;
639 }
640
641 if( force_good && mdata.points < 0 ) {
642 // This is a bad mutation, and we're due for a good one.
643 return false;
644 }
645
646 return true;
647}
bool is_category_allowed(const std::vector< std::string > &category) const
Returns true if this category of mutation is allowed.
Definition: mutation.cpp:371
std::vector< std::string > category
Definition: mutation.h:265
static bool trait_is_blacklisted(const trait_id &tid)
Check if the trait with the given ID is blacklisted.

References mutation_branch::category, get_bionics(), has_child_flag(), has_trait(), is_category_allowed(), string_id< T >::obj(), mutation_branch::points, and mutation_branch::trait_is_blacklisted().

Referenced by mutate_category(), mutation_chances(), and old_mutate().

◆ mutation_spend_resources()

void Character::mutation_spend_resources ( const trait_id mut)

Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation).

Definition at line 1698 of file mutation.cpp.

1699{
1700 const mutation_branch &mdata = mut.obj();
1701 char_trait_data &tdata = my_mutations[mut];
1702 int cost = mdata.cost;
1703 if( tdata.powered && tdata.charge > 0 ) {
1704 // Already-on units just lose a bit of charge
1705 tdata.charge--;
1706 } else {
1707 // Not-on units, or those with zero charge, have to pay the power cost
1708 if( mdata.cooldown > 0 ) {
1709 tdata.charge = mdata.cooldown - 1;
1710 }
1711 if( mdata.hunger ) {
1712 // burn some energy
1713 mod_stored_kcal( -cost * 6 );
1714 }
1715 if( mdata.thirst ) {
1716 mod_thirst( cost );
1717 }
1718 if( mdata.fatigue ) {
1719 mod_fatigue( cost );
1720 }
1721
1722 // Handle stat changes from activation
1723 apply_mods( mut, true );
1725 }
1726}
int charge
Time (in turns) until the mutation increase hunger/thirst/fatigue according to its cost (mutation_bra...
Definition: character.h:218

References apply_mods(), char_trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, mutation_branch::fatigue, mutation_branch::hunger, mod_fatigue(), mod_stored_kcal(), mod_thirst(), my_mutations, string_id< T >::obj(), char_trait_data::powered, recalc_sight_limits(), and mutation_branch::thirst.

Referenced by activate_mutation(), iexamine::ledge(), and game::vertical_move().

◆ mutation_value()

float Character::mutation_value ( const std::string &  val) const

Goes over all mutations, gets min and max of a value with given name.

Returns
min( 0, lowest ) + max( 0, highest )

Definition at line 6626 of file character.cpp.

6627{
6628 // Syntax similar to tuple get<n>()
6629 const auto found = mutation_value_map.find( val );
6630
6631 if( found == mutation_value_map.end() ) {
6632 debugmsg( "Invalid mutation value name %s", val );
6633 return 0.0f;
6634 } else {
6635 return found->second( cached_mutations );
6636 }
6637}
static const std::map< std::string, std::function< float(std::vector< const mutation_branch * >)> > mutation_value_map
Definition: character.cpp:6588

References cached_mutations, debugmsg, and mutation_value_map.

Referenced by attack_cost(), calc_needs_rates(), draw_speed_tab(), get_stamina_max(), healing_rate(), healing_rate_medicine(), hearing_ability(), is_immune_effect(), known_magic::mana_regen_rate(), known_magic::max_mana(), mend(), metabolic_rate_base(), overmap_sight_range(), read_speed(), recalc_hp(), recalc_speed_bonus(), regen(), reset_stats(), run_cost(), rust_rate(), swim_speed(), update_stamina(), visibility(), game::walk_move(), and weight_capacity().

◆ natural_attack_restricted_on()

bool Character::natural_attack_restricted_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag.

Definition at line 1771 of file character.cpp.

1772{
1773 for( const item &i : worn ) {
1774 if( i.covers( bp->token ) && !i.has_flag( "ALLOWS_NATURAL_ATTACKS" ) &&
1775 !i.has_flag( "SEMITANGIBLE" ) &&
1776 !i.has_flag( "PERSONAL" ) && !i.has_flag( "AURA" ) ) {
1777 return true;
1778 }
1779 }
1780 return false;
1781}

References worn.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ nearby()

std::vector< item_location > Character::nearby ( const std::function< bool(const item *, const item *)> &  func,
int  radius = 1 
) const

Returns nearby items which match the provided predicate.

Definition at line 2187 of file character.cpp.

2189{
2190 std::vector<item_location> res;
2191
2192 visit_items( [&]( const item * e, const item * parent ) {
2193 if( func( e, parent ) ) {
2194 res.emplace_back( const_cast<Character &>( *this ), const_cast<item *>( e ) );
2195 }
2196 return VisitResponse::NEXT;
2197 } );
2198
2199 for( const auto &cur : map_selector( pos(), radius ) ) {
2200 cur.visit_items( [&]( const item * e, const item * parent ) {
2201 if( func( e, parent ) ) {
2202 res.emplace_back( cur, const_cast<item *>( e ) );
2203 }
2204 return VisitResponse::NEXT;
2205 } );
2206 }
2207
2208 for( const auto &cur : vehicle_selector( pos(), radius ) ) {
2209 cur.visit_items( [&]( const item * e, const item * parent ) {
2210 if( func( e, parent ) ) {
2211 res.emplace_back( cur, const_cast<item *>( e ) );
2212 }
2213 return VisitResponse::NEXT;
2214 } );
2215 }
2216
2217 return res;
2218}

References NEXT, pos(), and visitable< Character >::visit_items().

Referenced by bandolier_actor::reload(), and npc::within_boundaries_of_camp().

◆ nutrition_for()

int Character::nutrition_for ( const item comest) const

Handles the nutrition value for a comestible.

Definition at line 465 of file consumption.cpp.

466{
468}
static constexpr float kcal_per_nutr
1 nutr ~= 8.7kcal (1 nutr/5min = 288 nutr/day at 2500kcal/day)
Definition: itype.h:180
int kcal
amount of kcal this food has
Definition: stomach.h:18

References compute_effective_nutrients(), nutrients::kcal, and islot_comestible::kcal_per_nutr.

Referenced by iuse::blech(), consume_effects(), npc::decide_needs(), eat(), iuse::plantblech(), and npc::value().

◆ old_mutate()

void Character::old_mutate ( )
private

Definition at line 862 of file mutation.cpp.

863{
864 bool force_bad = one_in( 3 );
865 bool force_good = false;
866 if( has_trait( trait_ROBUST ) && force_bad ) {
867 // Robust Genetics gives you a 33% chance for a good mutation,
868 // instead of the 33% chance of a bad one.
869 force_bad = false;
870 force_good = true;
871 }
873 force_bad = true;
874 force_good = false;
875 }
876
877 // Determine the highest mutation category
878 std::string cat = get_highest_category();
879
880 if( !is_category_allowed( cat ) ) {
881 cat.clear();
882 }
883
884 // See if we should upgrade/extend an existing mutation...
885 std::vector<trait_id> upgrades;
886
887 // ... or remove one that is not in our highest category
888 std::vector<trait_id> downgrades;
889
890 // For each mutation...
891 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
892 const trait_id &base_mutation = traits_iter.id;
893 const mutation_branch &base_mdata = traits_iter;
894 bool thresh_save = base_mdata.threshold;
895 bool prof_save = base_mdata.profession;
896 // are we unpurifiable? (saved from mutating away)
897 bool purify_save = !base_mdata.purifiable;
898
899 // ...that we have...
900 if( has_trait( base_mutation ) ) {
901 // ...consider the mutations that replace it.
902 for( const trait_id &mutation : base_mdata.replacements ) {
903 bool valid_ok = mutation->valid;
904
905 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
906 ( valid_ok ) ) {
907 upgrades.push_back( mutation );
908 }
909 }
910
911 // ...consider the mutations that add to it.
912 for( const trait_id &mutation : base_mdata.additions ) {
913 bool valid_ok = mutation->valid;
914
915 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
916 ( valid_ok ) ) {
917 upgrades.push_back( mutation );
918 }
919 }
920
921 // ...consider whether its in our highest category
922 if( has_trait( base_mutation ) && !has_base_trait( base_mutation ) ) {
923 // Starting traits don't count toward categories
924 std::vector<trait_id> group = mutations_category[cat];
925 bool in_cat = false;
926 for( const trait_id &elem : group ) {
927 if( elem == base_mutation ) {
928 in_cat = true;
929 break;
930 }
931 }
932
933 // mark for removal
934 // no removing Thresholds/Professions this way!
935 // unpurifiable traits also cannot be purified
936 if( !in_cat && !thresh_save && !prof_save && !purify_save ) {
937 if( one_in( 4 ) ) {
938 downgrades.push_back( base_mutation );
939 }
940 }
941 }
942 }
943 }
944
945 // Preliminary round to either upgrade or remove existing mutations
946 if( one_in( 2 ) ) {
947 if( !upgrades.empty() ) {
948 // (upgrade count) chances to pick an upgrade, 4 chances to pick something else.
949 size_t roll = rng( 0, upgrades.size() + 4 );
950 if( roll < upgrades.size() ) {
951 // We got a valid upgrade index, so use it and return.
952 mutate_towards( upgrades[roll] );
953 return;
954 }
955 }
956 } else {
957 // Remove existing mutations that don't fit into our category
958 if( !downgrades.empty() && !cat.empty() ) {
959 size_t roll = rng( 0, downgrades.size() + 4 );
960 if( roll < downgrades.size() ) {
961 remove_mutation( downgrades[roll] );
962 return;
963 }
964 }
965 }
966
967 std::vector<trait_id> valid; // Valid mutations
968 bool first_pass = true;
969
970 do {
971 // If we tried once with a non-NULL category, and couldn't find anything valid
972 // there, try again with empty category
973 // CHAOTIC_BAD lets the game pull from any category by default
974 if( !first_pass || has_trait( trait_CHAOTIC_BAD ) ) {
975 cat.clear();
976 }
977
978 if( cat.empty() ) {
979 // Pull the full list
980 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
981 if( traits_iter.valid && is_category_allowed( traits_iter.category ) ) {
982 valid.push_back( traits_iter.id );
983 }
984 }
985 } else {
986 // Pull the category's list
987 valid = mutations_category[cat];
988 }
989
990 // Remove anything we already have, that we have a child of, or that
991 // goes against our intention of a good/bad mutation
992 for( size_t i = 0; i < valid.size(); i++ ) {
993 if( ( !mutation_ok( valid[i], force_good, force_bad ) ) ||
994 ( !valid[i]->valid ) ) {
995 valid.erase( valid.begin() + i );
996 i--;
997 }
998 }
999
1000 if( valid.empty() ) {
1001 // So we won't repeat endlessly
1002 first_pass = false;
1003 }
1004 } while( valid.empty() && !cat.empty() );
1005
1006 if( valid.empty() ) {
1007 // Couldn't find anything at all!
1008 return;
1009 }
1010
1011 if( mutate_towards( random_entry( valid ) ) ) {
1012 return;
1013 } else {
1014 // if mutation failed (errors, post-threshold pick), try again once.
1015 mutate_towards( random_entry( valid ) );
1016 }
1017}
group
Definition: sounds.h:125

References mutation_branch::additions, mutation_branch::get_all(), get_highest_category(), has_base_trait(), has_trait(), string_id< T >::id(), is_category_allowed(), mutate_towards(), mutation_ok(), mutations_category, one_in(), mutation_branch::profession, mutation_branch::purifiable, random_entry(), remove_mutation(), mutation_branch::replacements, rng(), mutation_branch::threshold, trait_CHAOTIC_BAD, trait_ROBUST, and mutation_branch::valid.

Referenced by mutate().

◆ on_damage_of_type()

void Character::on_damage_of_type ( int  adjusted_damage,
damage_type  type,
const bodypart_id bp 
)
overrideprotectedvirtual

Reimplemented from Creature.

Definition at line 4504 of file character.cpp.

4505{
4506 // Electrical damage has a chance to temporarily incapacitate bionics in the damaged body_part.
4507 if( type == DT_ELECTRIC ) {
4508 const time_duration min_disable_time = 10_turns * adjusted_damage;
4509 for( bionic &i : *my_bionics ) {
4510 if( !i.powered ) {
4511 // Unpowered bionics are protected from power surges.
4512 continue;
4513 }
4514 const auto &info = i.info();
4515 if( info.has_flag( STATIC( flag_str_id( "BIONIC_SHOCKPROOF" ) ) )
4516 || info.has_flag( STATIC( flag_str_id( "BIONIC_FAULTY" ) ) ) ) {
4517 continue;
4518 }
4519 const std::map<bodypart_str_id, int> &bodyparts = info.occupied_bodyparts;
4520 if( bodyparts.find( bp.id() ) != bodyparts.end() ) {
4521 const int bp_hp = get_part_hp_cur( bp );
4522 // The chance to incapacitate is as high as 50% if the attack deals damage equal to one third of the body part's current health.
4523 if( x_in_y( adjusted_damage * 3, bp_hp ) && one_in( 2 ) ) {
4524 if( i.incapacitated_time == 0_turns ) {
4525 add_msg_if_player( m_bad, _( "Your %s bionic shorts out!" ), info.name );
4526 }
4527 i.incapacitated_time += rng( min_disable_time, 10 * min_disable_time );
4528 }
4529 }
4530 }
4531 }
4532}
#define STATIC(expr)
The purpose of this macro is to provide a concise syntax for creation of inline literals (std::string...
Definition: make_static.h:24
string_id< json_flag > flag_str_id
Definition: type_id.h:213

References _, Creature::add_msg_if_player(), DT_ELECTRIC, Creature::get_part_hp_cur(), int_id< T >::id(), m_bad, my_bionics, one_in(), rng(), STATIC, type, and x_in_y().

◆ on_dodge()

void Character::on_dodge ( Creature source,
int  difficulty 
)
overridevirtual

This creature just dodged an attack - possibly special/ranged attack - from source.

Players should train dodge, monsters may use some special defenses.

Reimplemented from Creature.

Definition at line 8234 of file character.cpp.

8235{
8236 static const matec_id tec_none( "tec_none" );
8237
8238 // Each avoided hit consumes an available dodge
8239 // When no more available we are likely to fail player::dodge_roll
8240 dodges_left--;
8241
8242 // dodging throws of our aim unless we are either skilled at dodging or using a small weapon
8243 if( is_armed() && weapon.is_gun() ) {
8244 recoil += std::max( weapon.volume() / 250_ml - get_skill_level( skill_dodge ), 0 ) * rng( 0, 100 );
8245 recoil = std::min( MAX_RECOIL, recoil );
8246 }
8247
8248 // Even if we are not to train still call practice to prevent skill rust
8249 difficulty = std::max( difficulty, 0 );
8250 as_player()->practice( skill_dodge, difficulty * 2, difficulty );
8251
8252 martial_arts_data->ma_ondodge_effects( *this );
8253
8254 // For adjacent attackers check for techniques usable upon successful dodge
8255 if( source && square_dist( pos(), source->pos() ) == 1 ) {
8256 matec_id tec = pick_technique( *source, primary_weapon(), false, true, false );
8257
8258 if( tec != tec_none && !is_dead_state() ) {
8259 if( get_stamina() < get_stamina_max() / 3 ) {
8260 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
8261 } else {
8262 melee_attack( *source, false, &tec );
8263 }
8264 }
8265 }
8266}

References _, add_msg(), Creature::as_player(), dodges_left, get_skill_level(), get_stamina(), get_stamina_max(), is_armed(), is_dead_state(), item::is_gun(), m_bad, martial_arts_data, MAX_RECOIL, melee_attack(), pick_technique(), Creature::pos(), pos(), practice(), primary_weapon(), recoil, rng(), skill_dodge, square_dist(), tec_none, item::volume(), and weapon.

Referenced by mattack::grab().

◆ on_effect_int_change()

void Character::on_effect_int_change ( const efftype_id effect_type,
int  intensity,
const bodypart_str_id bp 
)
overridevirtual

Called when effect intensity has been changed.

Reimplemented from Creature.

Definition at line 9857 of file character.cpp.

9859{
9860 // Adrenaline can reduce perceived pain (or increase it when you enter comedown).
9861 // See @ref get_perceived_pain()
9863 // Note that calling this does no harm if it wasn't changed.
9864 on_stat_change( "perceived_pain", get_perceived_pain() );
9865 }
9866
9867 morale->on_effect_int_change( effect_type, intensity, bp );
9868}

References effect_adrenaline, get_perceived_pain(), morale, and on_stat_change().

Referenced by load().

◆ on_hit()

void Character::on_hit ( Creature source,
bodypart_id  bp_hit,
dealt_projectile_attack const *  proj 
)
overridevirtual

This creature just got hit by an attack - possibly special/ranged attack - from source.

Parameters
sourceSource creature, can be nullptr
projSource projectile, can be nullptr Players should train dodge, possibly counter-attack somehow.

Implements Creature.

Definition at line 8273 of file character.cpp.

8275{
8277 if( source == nullptr || proj != nullptr ) {
8278 return;
8279 }
8280
8281 bool u_see = g->u.sees( *this );
8282 units::energy trigger_cost_base = bio_ods->power_trigger;
8283 if( has_active_bionic( bio_ods ) && get_power_level() >= trigger_cost_base * 4 ) {
8284 if( is_player() ) {
8285 add_msg( m_good, _( "Your offensive defense system shocks %s in mid-attack!" ),
8286 source->disp_name() );
8287 } else if( u_see ) {
8288 add_msg( _( "%1$s's offensive defense system shocks %2$s in mid-attack!" ),
8289 disp_name(),
8290 source->disp_name() );
8291 }
8292 int shock = rng( 1, 4 );
8293 mod_power_level( -shock * trigger_cost_base );
8294 damage_instance ods_shock_damage;
8295 ods_shock_damage.add_damage( DT_ELECTRIC, shock * 5 );
8296 // Should hit body part used for attack
8297 source->deal_damage( this, bodypart_id( "torso" ), ods_shock_damage );
8298 }
8299 if( !wearing_something_on( bp_hit ) &&
8301 int spine = rng( 1, has_trait( trait_QUILLS ) ? 20 : 8 );
8302 if( !is_player() ) {
8303 if( u_see ) {
8304 add_msg( _( "%1$s's %2$s puncture %3$s in mid-attack!" ), name,
8305 ( has_trait( trait_QUILLS ) ? _( "quills" ) : _( "spines" ) ),
8306 source->disp_name() );
8307 }
8308 } else {
8309 add_msg( m_good, _( "Your %1$s puncture %2$s in mid-attack!" ),
8310 ( has_trait( trait_QUILLS ) ? _( "quills" ) : _( "spines" ) ),
8311 source->disp_name() );
8312 }
8313 damage_instance spine_damage;
8314 spine_damage.add_damage( DT_STAB, spine );
8315 source->deal_damage( this, bodypart_id( "torso" ), spine_damage );
8316 }
8317 if( ( !( wearing_something_on( bp_hit ) ) ) && ( has_trait( trait_THORNS ) ) &&
8318 ( !( source->has_weapon() ) ) ) {
8319 if( !is_player() ) {
8320 if( u_see ) {
8321 add_msg( _( "%1$s's %2$s scrape %3$s in mid-attack!" ), name,
8322 _( "thorns" ), source->disp_name() );
8323 }
8324 } else {
8325 add_msg( m_good, _( "Your thorns scrape %s in mid-attack!" ), source->disp_name() );
8326 }
8327 int thorn = rng( 1, 4 );
8328 damage_instance thorn_damage;
8329 thorn_damage.add_damage( DT_CUT, thorn );
8330 // In general, critters don't have separate limbs
8331 // so safer to target the torso
8332 source->deal_damage( this, bodypart_id( "torso" ), thorn_damage );
8333 }
8334 if( ( !( wearing_something_on( bp_hit ) ) ) && ( has_trait( trait_CF_HAIR ) ) ) {
8335 if( !is_player() ) {
8336 if( u_see ) {
8337 add_msg( _( "%1$s gets a load of %2$s's %3$s stuck in!" ), source->disp_name(),
8338 name, ( _( "hair" ) ) );
8339 }
8340 } else {
8341 add_msg( m_good, _( "Your hairs detach into %s!" ), source->disp_name() );
8342 }
8343 source->add_effect( effect_stunned, 2_turns );
8344 if( one_in( 3 ) ) { // In the eyes!
8345 source->add_effect( effect_blind, 2_turns );
8346 }
8347 }
8348 if( worn_with_flag( "REQUIRES_BALANCE" ) && !has_effect( effect_downed ) ) {
8349 int rolls = 4;
8350 if( worn_with_flag( "ROLLER_ONE" ) ) {
8351 rolls += 2;
8352 }
8353 if( has_trait( trait_PROF_SKATER ) ) {
8354 rolls--;
8355 }
8356 if( has_trait( trait_DEFT ) ) {
8357 rolls--;
8358 }
8359
8360 if( stability_roll() < dice( rolls, 10 ) ) {
8361 if( !is_player() ) {
8362 if( u_see ) {
8363 add_msg( _( "%1$s loses their balance while being hit!" ), name );
8364 }
8365 } else {
8366 add_msg( m_bad, _( "You lose your balance while being hit!" ) );
8367 }
8368 // This kind of downing is not subject to immunity.
8369 add_effect( effect_downed, 2_turns, num_bp, 0, true );
8370 }
8371 }
8372 enchantment_cache->cast_hit_me( *this, source );
8373}
static const trait_id trait_CF_HAIR("CF_HAIR")
static const trait_id trait_QUILLS("QUILLS")
static const trait_id trait_SPINES("SPINES")
static const bionic_id bio_ods("bio_ods")
static const trait_id trait_THORNS("THORNS")
static const trait_id trait_DEFT("DEFT")
static const trait_id trait_PROF_SKATER("PROF_SKATER")
float stability_roll() const override
Returns value of player's stable footing.
virtual bool has_weapon() const =0

References _, damage_instance::add_damage(), Creature::add_effect(), add_msg(), bio_ods, Creature::check_dead_state(), Creature::deal_damage(), dice(), Creature::disp_name(), disp_name(), DT_CUT, DT_ELECTRIC, DT_STAB, effect_blind, effect_downed, effect_stunned, enchantment_cache, g, get_power_level(), has_active_bionic(), Creature::has_effect(), has_trait(), Creature::has_weapon(), Creature::is_player(), m_bad, m_good, mod_power_level(), name, num_bp, one_in(), bionic_data::power_trigger, rng(), stability_roll(), trait_CF_HAIR, trait_DEFT, trait_PROF_SKATER, trait_QUILLS, trait_SPINES, trait_THORNS, wearing_something_on(), and worn_with_flag().

Referenced by melee_attack().

◆ on_hurt()

void Character::on_hurt ( Creature source,
bool  disturb = true 
)

Handles effects that happen when the player is damaged and aware of the fact.

Definition at line 8669 of file character.cpp.

8670{
8672 ( get_part_hp_cur( bodypart_id( "head" ) ) < 25 ||
8673 get_part_hp_cur( bodypart_id( "torso" ) ) < 15 ) ) {
8674 add_effect( effect_adrenaline, 20_minutes );
8675 }
8676
8677 if( disturb ) {
8679 wake_up();
8680 }
8681 if( !is_npc() && !has_effect( effect_narcosis ) ) {
8682 if( source != nullptr ) {
8683 g->cancel_activity_or_ignore_query( distraction_type::attacked,
8684 string_format( _( "You were attacked by %s!" ),
8685 source->disp_name() ) );
8686 } else {
8687 g->cancel_activity_or_ignore_query( distraction_type::attacked, _( "You were hurt!" ) );
8688 }
8689 }
8690 }
8691}
static const trait_id trait_ADRENALINE("ADRENALINE")

References _, Creature::add_effect(), attacked, Creature::disp_name(), effect_adrenaline, effect_narcosis, effect_sleep, g, Creature::get_part_hp_cur(), Creature::has_effect(), has_trait(), Creature::is_npc(), string_format(), trait_ADRENALINE, and wake_up().

Referenced by apply_damage(), deal_damage(), and hurtall().

◆ on_item_takeoff()

void Character::on_item_takeoff ( const item it)

Called when an item is taken off.

Definition at line 9844 of file character.cpp.

9845{
9846 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9847 mutation_loss_effect( mut );
9850 if( get_stamina() > get_stamina_max() ) {
9852 }
9853 }
9854 morale->on_item_takeoff( it );
9855}
void mutation_loss_effect(const trait_id &mut)
Handles what happens when you lose a mutation.
Definition: mutation.cpp:321
std::vector< trait_id > mutations_from_wearing(const Character &guy) const
Definition: item.cpp:9076

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_loss_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by item::on_takeoff().

◆ on_item_wear()

void Character::on_item_wear ( const item it)

Called when an item is worn.

Definition at line 9829 of file character.cpp.

9830{
9831 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9832 mutation_effect( mut );
9835
9836 // If the stamina is higher than the max (Languorous), set it back to max
9837 if( get_stamina() > get_stamina_max() ) {
9839 }
9840 }
9841 morale->on_item_wear( it );
9842}
void mutation_effect(const trait_id &mut)
Handles things like removal of armor, etc.
Definition: mutation.cpp:256

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by debug_menu::character_edit_menu(), load(), and item::on_wear().

◆ on_mutation_gain()

void Character::on_mutation_gain ( const trait_id mid)

Called when a mutation is gained.

Definition at line 9870 of file character.cpp.

9871{
9872 morale->on_mutation_gain( mid );
9873 magic->on_mutation_gain( mid, *this );
9874 update_type_of_scent( mid );
9875 recalculate_enchantment_cache(); // mutations can have enchantments
9876}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by add_bionic(), known_magic::learn_spell(), load(), and mutation_effect().

◆ on_mutation_loss()

void Character::on_mutation_loss ( const trait_id mid)

Called when a mutation is lost.

Definition at line 9878 of file character.cpp.

9879{
9880 morale->on_mutation_loss( mid );
9881 magic->on_mutation_loss( mid );
9882 update_type_of_scent( mid, false );
9883 recalculate_enchantment_cache(); // mutations can have enchantments
9884}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by mutation_loss_effect().

◆ on_stat_change()

void Character::on_stat_change ( const std::string &  stat,
int  value 
)
overridevirtual

Called when a stat is changed.

Reimplemented from Creature.

Definition at line 9886 of file character.cpp.

9887{
9888 morale->on_stat_change( stat, value );
9889}

References morale.

Referenced by load(), on_effect_int_change(), set_fatigue(), set_pain(), set_painkiller(), and set_thirst().

◆ on_worn_item_transform()

void Character::on_worn_item_transform ( const item old_it,
const item new_it 
)

Called when a worn item is transformed.

Definition at line 9891 of file character.cpp.

9892{
9893 morale->on_worn_item_transform( old_it, new_it );
9894}

References morale.

Referenced by iuse_transform::use().

◆ on_worn_item_washed()

void Character::on_worn_item_washed ( const item it)

Called when an item is washed.

Definition at line 9822 of file character.cpp.

9823{
9824 if( is_worn( it ) ) {
9825 morale->on_worn_item_washed( it );
9826 }
9827}

References is_worn(), and morale.

Referenced by wash_activity_actor::finish().

◆ operator=() [1/2]

Character & Character::operator= ( Character &&  )
protecteddefault

◆ operator=() [2/2]

Character & Character::operator= ( const Character )
delete

◆ overmap_los()

bool Character::overmap_los ( const tripoint_abs_omt omt,
int  sight_points 
)

Returns true if overmap tile is within player line-of-sight.

Definition at line 626 of file character.cpp.

627{
629 const point_rel_omt offset = omt.xy() - ompos.xy();
630 if( offset.x() < -sight_points || offset.x() > sight_points ||
631 offset.y() < -sight_points || offset.y() > sight_points ) {
632 // Outside maximum sight range
633 return false;
634 }
635
636 // TODO: fix point types
637 const std::vector<tripoint> line = line_to( ompos.raw(), omt.raw(), 0, 0 );
638 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) {
639 const tripoint &pt = line[i];
640 const oter_id &ter = overmap_buffer.ter( tripoint_abs_omt( pt ) );
641 sight_points -= static_cast<int>( ter->get_see_cost() );
642 if( sight_points < 0 ) {
643 return false;
644 }
645 }
646 return true;
647}
constexpr auto & x()
Definition: coordinates.h:118
constexpr Point & raw()
Definition: coordinates.h:111
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
constexpr scale omt
Definition: coordinates.h:32
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), global_omt_location(), line(), line_to(), coords::omt, overmap_buffer, coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::ter(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), and coords::coord_point< Point, Origin, Scale >::y().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), and overmap_ui::draw_overmap_chunk().

◆ overmap_sight_range()

int Character::overmap_sight_range ( int  light_level) const

Returns the distance the player can see on the overmap.

Definition at line 649 of file character.cpp.

650{
651 int sight = sight_range( light_level );
652 if( sight < SEEX ) {
653 return 0;
654 }
655 if( sight <= SEEX * 4 ) {
656 return ( sight / ( SEEX / 2 ) );
657 }
658
659 sight = 6;
660 // The higher your perception, the farther you can see.
661 sight += static_cast<int>( get_per() / 2 );
662 // The higher up you are, the farther you can see.
663 sight += std::max( 0, posz() ) * 2;
664 // Mutations like Scout and Topographagnosia affect how far you can see.
665 sight += mutation_value( "overmap_sight" );
666
667 float multiplier = mutation_value( "overmap_multiplier" );
668 // Binoculars double your sight range.
669 const bool has_optic = ( has_item_with_flag( "ZOOM" ) || has_bionic( bio_eye_optic ) ||
670 ( is_mounted() &&
671 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) );
672 if( has_optic ) {
673 multiplier += 1;
674 }
675
676 sight = std::round( sight * multiplier );
677 return std::max( sight, 3 );
678}
static const bionic_id bio_eye_optic("bio_eye_optic")
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:597
static constexpr int SEEX
@ MF_MECH_RECON_VISION
Definition: mtype.h:117

References bio_eye_optic, get_per(), has_bionic(), has_item_with_flag(), is_mounted(), MF_MECH_RECON_VISION, mounted_creature, mutation_value(), posz(), SEEX, and sight_range().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), overmap_ui::draw_overmap_chunk(), and game::update_overmap_seen().

◆ passive_absorb_hit()

void Character::passive_absorb_hit ( const bodypart_id bp,
damage_unit du 
) const

Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.

Only flat bonuses are checked here. Multiplicative ones are checked in player::absorb_hit. The damage amount will never be reduced to less than 0. This is called from player::absorb_hit

Definition at line 7892 of file character.cpp.

7893{
7894 // >0 check because some mutations provide negative armor
7895 // Thin skin check goes before subdermal armor plates because SUBdermal
7896 if( du.amount > 0.0f ) {
7897 // HACK: Get rid of this as soon as CUT and STAB are split
7898 if( du.type == DT_STAB ) {
7899 damage_unit du_copy = du;
7900 du_copy.type = DT_CUT;
7901 du.amount -= mutation_armor( bp, du_copy );
7902 } else {
7903 du.amount -= mutation_armor( bp, du );
7904 }
7905 }
7906 du.amount -= bionic_armor_bonus( bp, du.type ); //Check for passive armor bionics
7907 du.amount -= mabuff_armor_bonus( du.type );
7908 du.amount = std::max( 0.0f, du.amount );
7909}
int mabuff_armor_bonus(damage_type type) const
Returns the armor bonus against given type from martial arts buffs.
float bionic_armor_bonus(const bodypart_id &bp, damage_type dt) const
Check for passive bionics that provide armor, and returns the armor bonus This is called from player:...
Definition: character.cpp:8199

References damage_unit::amount, bionic_armor_bonus(), DT_CUT, DT_STAB, mabuff_armor_bonus(), mutation_armor(), and damage_unit::type.

Referenced by absorb_hit(), and character_funcs::is_bp_immune_to().

◆ passive_power_gen()

void Character::passive_power_gen ( bionic bio)

Passively produce power from PERPETUAL fuel.

Definition at line 1390 of file bionics.cpp.

1391{
1392 const float passive_fuel_efficiency = bio.info().passive_fuel_efficiency;
1393 if( bio.info().fuel_opts.empty() || bio.is_this_fuel_powered( fuel_type_muscle ) ||
1394 passive_fuel_efficiency == 0.0 ) {
1395 return;
1396 }
1397 const float effective_passive_efficiency = get_effective_efficiency( bio, passive_fuel_efficiency );
1398 const std::vector<itype_id> &fuel_available = get_fuel_available( bio.id );
1399 map &here = get_map();
1400
1401 for( const itype_id &fuel : fuel_available ) {
1402 const item &tmp_fuel = item( fuel );
1403 const int fuel_energy = tmp_fuel.fuel_energy();
1404 if( !tmp_fuel.has_flag( flag_PERPETUAL ) ) {
1405 continue;
1406 }
1407
1408 if( fuel == fuel_type_sun_light ) {
1409 const double modifier = g->natural_light_level( pos().z ) / default_daylight_level();
1410 mod_power_level( units::from_kilojoule( fuel_energy ) * modifier * effective_passive_efficiency );
1411 } else if( fuel == fuel_type_wind ) {
1412 int vehwindspeed = 0;
1413 const optional_vpart_position vp = here.veh_at( pos() );
1414 if( vp ) {
1415 // vehicle velocity in mph
1416 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1417 }
1419 const double windpower = get_local_windpower( weather.windspeed + vehwindspeed,
1420 overmap_buffer.ter( global_omt_location() ), pos(), weather.winddirection,
1421 g->is_sheltered( pos() ) );
1422 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_passive_efficiency );
1423 } else {
1424 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_passive_efficiency );
1425 }
1426
1427 heat_emission( bio, fuel_energy );
1428 if( bio.info().power_gen_emission ) {
1429 here.emit_field( pos(), bio.info().power_gen_emission );
1430 }
1431 }
1432}
float passive_fuel_efficiency
Fraction of fuel energy passively converted to bionic power.
Definition: bionics.h:75

References default_daylight_level(), map::emit_field(), flag_PERPETUAL(), units::from_kilojoule(), item::fuel_energy(), bionic_data::fuel_opts, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_weather(), global_omt_location(), item::has_flag(), heat_emission(), bionic::id, bionic::info(), bionic::is_this_fuel_powered(), mod_power_level(), overmap_buffer, bionic_data::passive_fuel_efficiency, pos(), bionic_data::power_gen_emission, overmapbuffer::ter(), and map::veh_at().

Referenced by process_bionic().

◆ perform_install()

void Character::perform_install ( bionic_id  bid,
bionic_id  upbid,
int  difficulty,
int  success,
int  pl_skill,
const std::string &  installer_name,
const std::vector< trait_id > &  trait_to_rem 
)

Success or failure of installation happens here.

Definition at line 2425 of file bionics.cpp.

2428{
2429
2430 g->events().send<event_type::installs_cbm>( getID(), bid );
2431 if( upbid != bionic_id( "" ) ) {
2432 remove_bionic( upbid );
2433 //~ %1$s - name of the bionic to be upgraded (inferior), %2$s - name of the upgraded bionic (superior).
2434 add_msg( m_good, _( "Upgraded %1$s to %2$s." ),
2435 upbid.obj().name, bid.obj().name );
2436 } else {
2437 //~ %s - name of the bionic.
2438 add_msg( m_good, _( "Installed %s." ), bid.obj().name );
2439 }
2440
2441 add_bionic( bid );
2442
2443 if( !trait_to_rem.empty() ) {
2444 for( const trait_id &tid : trait_to_rem ) {
2445 if( has_trait( tid ) ) {
2446 remove_mutation( tid );
2447 }
2448 }
2449 }
2450 if( success <= 0 ) {
2451 g->events().send<event_type::fails_to_install_cbm>( getID(), bid );
2452
2453 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2454 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2455 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2456 ( 10.0 ) );
2457 bionics_install_failure( installer_name, difficulty, success, adjusted_skill );
2458 }
2459 get_map().invalidate_map_cache( g->get_levz() );
2460}
void remove_bionic(const bionic_id &b)
Removes a bionic from my_bionics[].
Definition: bionics.cpp:2688
void bionics_install_failure(const std::string &installer, int difficulty, int success, float adjusted_skill)
Definition: bionics.cpp:2502
void invalidate_map_cache(const int zlev)
Definition: map.cpp:8940
@ fails_to_install_cbm

References _, add_bionic(), add_msg(), bionic_id, bionics_install_failure(), fails_to_install_cbm, g, get_map(), getID(), has_trait(), installs_cbm, map::invalidate_map_cache(), m_good, bionic_data::name, string_id< T >::obj(), remove_bionic(), remove_mutation(), and behavior::success.

Referenced by install_bionics(), and activity_handlers::operation_do_turn().

◆ perform_special_attacks()

void Character::perform_special_attacks ( Creature t,
dealt_damage_instance dealt_dam 
)

Performs special attacks and their effects (poisonous, stinger, etc.)

Definition at line 1820 of file melee.cpp.

1821{
1822 std::vector<special_attack> special_attacks = mutation_attacks( t );
1823
1824 bool practiced = false;
1825 for( const auto &att : special_attacks ) {
1826 if( t.is_dead_state() ) {
1827 break;
1828 }
1829
1830 // TODO: Make this hit roll use unarmed skill, not weapon skill + weapon to_hit
1831 int hit_spread = t.deal_melee_attack( this, hit_roll() * 0.8 );
1832 if( hit_spread >= 0 ) {
1833 t.deal_melee_hit( this, hit_spread, false, att.damage, dealt_dam );
1834 if( !practiced ) {
1835 // Practice unarmed, at most once per combo
1836 practiced = true;
1837 as_player()->practice( skill_unarmed, rng( 0, 10 ) );
1838 }
1839 }
1840 int dam = dealt_dam.total_damage();
1841 if( dam > 0 ) {
1842 player_hit_message( this, att.text, t, dam );
1843 }
1844 }
1845}
std::vector< special_attack > mutation_attacks(Creature &t) const
Returns a vector of valid mutation attacks.
Definition: melee.cpp:1992

References Creature::as_player(), Creature::deal_melee_attack(), Creature::deal_melee_hit(), hit_roll(), Creature::is_dead_state(), mutation_attacks(), player_hit_message(), practice(), rng(), skill_unarmed, and dealt_damage_instance::total_damage().

Referenced by melee_attack().

◆ perform_technique()

void Character::perform_technique ( const ma_technique technique,
Creature t,
damage_instance di,
int &  move_cost 
)
Intelligence slightly increases chance to learn techniques when using CQB bionic

Definition at line 1398 of file melee.cpp.

1400{
1401 add_msg( m_debug, "dmg before tec:" );
1402 print_damage_info( di );
1403
1404 for( damage_unit &du : di.damage_units ) {
1405 // TODO: Allow techniques to add more damage types to attacks
1406 if( du.amount <= 0 ) {
1407 continue;
1408 }
1409
1410 du.amount += technique.damage_bonus( *this, du.type );
1411 du.damage_multiplier *= technique.damage_multiplier( *this, du.type );
1412 du.res_pen += technique.armor_penetration( *this, du.type );
1413 }
1414
1415 add_msg( m_debug, "dmg after tec:" );
1416 print_damage_info( di );
1417
1418 move_cost *= technique.move_cost_multiplier( *this );
1419 move_cost += technique.move_cost_penalty( *this );
1420
1421 if( technique.down_dur > 0 ) {
1422 t.add_effect( effect_downed, rng( 1_turns, time_duration::from_turns( technique.down_dur ) ) );
1424 if( bash.amount > 0 ) {
1425 bash.amount += 3;
1426 }
1427 }
1428
1429 if( technique.side_switch ) {
1430 const tripoint b = t.pos();
1431 int newx;
1432 int newy;
1433
1434 if( b.x > posx() ) {
1435 newx = posx() - 1;
1436 } else if( b.x < posx() ) {
1437 newx = posx() + 1;
1438 } else {
1439 newx = b.x;
1440 }
1441
1442 if( b.y > posy() ) {
1443 newy = posy() - 1;
1444 } else if( b.y < posy() ) {
1445 newy = posy() + 1;
1446 } else {
1447 newy = b.y;
1448 }
1449
1450 const tripoint &dest = tripoint( newx, newy, b.z );
1451 if( g->is_empty( dest ) ) {
1452 t.setpos( dest );
1453 }
1454 }
1455
1456 if( technique.stun_dur > 0 && !technique.powerful_knockback ) {
1457 t.add_effect( effect_stunned, rng( 1_turns, time_duration::from_turns( technique.stun_dur ) ) );
1458 }
1459
1460 if( technique.knockback_dist ) {
1461 const tripoint prev_pos = t.pos(); // track target startpoint for knockback_follow
1462 const int kb_offset_x = rng( -technique.knockback_spread, technique.knockback_spread );
1463 const int kb_offset_y = rng( -technique.knockback_spread, technique.knockback_spread );
1464 tripoint kb_point( posx() + kb_offset_x, posy() + kb_offset_y, posz() );
1465 for( int dist = rng( 1, technique.knockback_dist ); dist > 0; dist-- ) {
1466 t.knock_back_from( kb_point );
1467 }
1468 // This technique makes the player follow into the tile the target was knocked from
1469 if( technique.knockback_follow ) {
1470 const optional_vpart_position vp0 = g->m.veh_at( pos() );
1471 vehicle *const veh0 = veh_pointer_or_null( vp0 );
1472 bool to_swimmable = g->m.has_flag( "SWIMMABLE", prev_pos );
1473 bool to_deepwater = g->m.has_flag( TFLAG_DEEP_WATER, prev_pos );
1474
1475 // Check if it's possible to move to the new tile
1476 bool move_issue =
1477 g->is_dangerous_tile( prev_pos ) || // Tile contains fire, etc
1478 ( to_swimmable && to_deepwater ) || // Dive into deep water
1479 is_mounted() ||
1480 ( veh0 != nullptr && std::abs( veh0->velocity ) > 100 ) || // Diving from moving vehicle
1481 ( veh0 != nullptr && veh0->player_in_control( g->u ) ) || // Player is driving
1483
1484 if( !move_issue ) {
1485 if( t.pos() != prev_pos ) {
1486 g->place_player( prev_pos );
1487 g->on_move_effects();
1488 }
1489 }
1490 }
1491 }
1492
1493 player *p = dynamic_cast<player *>( &t );
1494
1495 if( technique.take_weapon && !has_weapon() && p != nullptr && p->is_armed() ) {
1496 if( p->is_player() ) {
1497 add_msg_if_npc( _( "<npcname> disarms you and takes your weapon!" ) );
1498 } else {
1499 add_msg_player_or_npc( _( "You disarm %s and take their weapon!" ),
1500 _( "<npcname> disarms %s and takes their weapon!" ),
1501 p->name );
1502 }
1503 item it = p->remove_weapon();
1504 wield( it );
1505 }
1506
1507 if( technique.disarms && p != nullptr && p->is_armed() ) {
1508 g->m.add_item_or_charges( p->pos(), p->remove_weapon() );
1509 if( p->is_player() ) {
1510 add_msg_if_npc( _( "<npcname> disarms you!" ) );
1511 } else {
1512 add_msg_player_or_npc( _( "You disarm %s!" ),
1513 _( "<npcname> disarms %s!" ),
1514 p->name );
1515 }
1516 }
1517
1518 //AOE attacks, feel free to skip over this lump
1519 if( !technique.aoe.empty() ) {
1520 // Remember out moves and stamina
1521 // We don't want to consume them for every attack!
1522 const int temp_moves = moves;
1523 const int temp_stamina = get_stamina();
1524
1525 std::vector<Creature *> targets;
1526
1527 valid_aoe_technique( t, technique, targets );
1528
1529 //hit only one valid target (pierce through doesn't spread out)
1530 if( technique.aoe == "impale" ) {
1531 // TODO: what if targets is empty
1532 Creature *const v = random_entry( targets );
1533 targets.clear();
1534 targets.push_back( v );
1535 }
1536
1537 //hit the targets in the lists (all candidates if wide or burst, or just the unlucky sod if deep)
1538 int count_hit = 0;
1539 for( Creature *const c : targets ) {
1540 melee_attack( *c, false );
1541 }
1542
1543 t.add_msg_if_player( m_good, vgettext( "%d enemy hit!", "%d enemies hit!", count_hit ), count_hit );
1544 // Extra attacks are free of charge (otherwise AoE attacks would SUCK)
1545 moves = temp_moves;
1546 set_stamina( temp_stamina );
1547 }
1548
1549 //player has a very small chance, based on their intelligence, to learn a style whilst using the CQB bionic
1550 if( has_active_bionic( bio_cqb ) && !martial_arts_data->knows_selected_style() ) {
1551 /** @EFFECT_INT slightly increases chance to learn techniques when using CQB bionic */
1552 // Enhanced Memory Banks bionic doubles chance to learn martial art
1553 const int bionic_boost = has_active_bionic( bionic_id( bio_memory ) ) ? 2 : 1;
1554 if( one_in( ( 1400 - ( get_int() * 50 ) ) / bionic_boost ) ) {
1555 martial_arts_data->learn_current_style_CQB( is_player() );
1556 }
1557 }
1558}
bool valid_aoe_technique(Creature &t, const ma_technique &technique)
Check if an area-of-effect technique has valid targets.
Definition: melee.cpp:1249
bool has_weapon() const override
virtual void setpos(const tripoint &pos)=0
void knock_back_from(const tripoint &p)
Definition: creature.cpp:1918
int knockback_dist
Definition: martialarts.h:125
std::string aoe
Definition: martialarts.h:128
float armor_penetration(const Character &u, damage_type type) const
float damage_multiplier(const Character &u, damage_type type) const
bool side_switch
Definition: martialarts.h:116
float damage_bonus(const Character &u, damage_type type) const
float move_cost_multiplier(const Character &u) const
float move_cost_penalty(const Character &u) const
bool take_weapon
Definition: martialarts.h:133
bool knockback_follow
Definition: martialarts.h:129
bool powerful_knockback
Definition: martialarts.h:127
float knockback_spread
Definition: martialarts.h:126
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:278
int velocity
Definition: vehicle.h:1943
static const efftype_id effect_downed("downed")
static const bionic_id bio_memory("bio_memory")
static void print_damage_info(const damage_instance &di)
Definition: melee.cpp:1381
static damage_unit & get_damage_unit(std::vector< damage_unit > &di, const damage_type dt)
Definition: melee.cpp:1369
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_amigara("amigara")
float damage_multiplier
Definition: damage.h:40
float res_pen
Definition: damage.h:38
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), damage_unit::amount, ma_technique::aoe, ma_technique::armor_penetration(), b, spell_effect::bash(), bio_cqb, bio_memory, bionic_id, c, ma_technique::damage_bonus(), damage_unit::damage_multiplier, ma_technique::damage_multiplier(), damage_instance::damage_units, ma_technique::disarms, ma_technique::down_dur, DT_BASH, effect_amigara, effect_downed, effect_stunned, time_duration::from_turns(), g, get_damage_unit(), get_int(), get_stamina(), has_active_bionic(), Creature::has_effect(), has_weapon(), is_armed(), is_mounted(), Creature::is_player(), player::is_player(), Creature::knock_back_from(), ma_technique::knockback_dist, ma_technique::knockback_follow, ma_technique::knockback_spread, m_debug, m_good, martial_arts_data, melee_attack(), move_cost(), ma_technique::move_cost_multiplier(), ma_technique::move_cost_penalty(), Creature::moves, name, one_in(), vehicle::player_in_control(), Creature::pos(), pos(), posx(), posy(), posz(), ma_technique::powerful_knockback, print_damage_info(), random_entry(), remove_weapon(), damage_unit::res_pen, rng(), set_stamina(), Creature::setpos(), ma_technique::side_switch, ma_technique::stun_dur, ma_technique::take_weapon, TFLAG_DEEP_WATER, damage_unit::type, valid_aoe_technique(), veh_pointer_or_null(), vehicle::velocity, vgettext(), and wield().

Referenced by melee_attack().

◆ perform_uninstall()

void Character::perform_uninstall ( bionic_id  bid,
int  difficulty,
int  success,
const units::energy power_lvl,
int  pl_skill 
)

Succes or failure of removal happens here.

Definition at line 2159 of file bionics.cpp.

2161{
2162 map &here = get_map();
2163 if( success > 0 ) {
2164 g->events().send<event_type::removes_cbm>( getID(), bid );
2165
2166 // until bionics can be flagged as non-removable
2167 add_msg_player_or_npc( m_neutral, _( "Your parts are jiggled back into their familiar places." ),
2168 _( "<npcname>'s parts are jiggled back into their familiar places." ) );
2169 add_msg( m_good, _( "Successfully removed %s." ), bid.obj().name );
2170 remove_bionic( bid );
2171
2172 // remove power bank provided by bionic
2173 mod_max_power_level( -power_lvl );
2174
2176 if( bid->itype().is_valid() ) {
2177 cbm = item( bid.c_str() );
2178 }
2179 cbm.faults.emplace( fault_bionic_nonsterile );
2180 here.add_item( pos(), cbm );
2181 } else {
2182 g->events().send<event_type::fails_to_remove_cbm>( getID(), bid );
2183 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2184 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2185 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2186 ( 10.0 ) );
2187 bionics_uninstall_failure( difficulty, success, adjusted_skill );
2188
2189 }
2190 here.invalidate_map_cache( g->get_levz() );
2191}
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_burnt_out_bionic("burnt_out_bionic")
void bionics_uninstall_failure(int difficulty, int success, float adjusted_skill)
When a player fails the surgery.
Definition: bionics.cpp:1846
item & add_item(const tripoint &p, item new_item)
Place an item on the map, despite the parameter name, this is not necessarily a new item.
Definition: map.cpp:4432
@ fails_to_remove_cbm

References _, map::add_item(), add_msg(), Creature::add_msg_player_or_npc(), bionics_uninstall_failure(), string_id< T >::c_str(), fails_to_remove_cbm, fault_bionic_nonsterile, item::faults, g, get_map(), getID(), map::invalidate_map_cache(), string_id< T >::is_valid(), bionic_data::itype(), itype_burnt_out_bionic, m_good, m_neutral, mod_max_power_level(), bionic_data::name, string_id< T >::obj(), pos(), remove_bionic(), removes_cbm, and behavior::success.

Referenced by activity_handlers::operation_do_turn(), and uninstall_bionic().

◆ pick_name()

void Character::pick_name ( bool  bUseDefault = false)

Returns a random name from NAMES_*.

Definition at line 129 of file newcharacter.cpp.

130{
131 if( bUseDefault && !get_option<std::string>( "DEF_CHAR_NAME" ).empty() ) {
132 name = get_option<std::string>( "DEF_CHAR_NAME" );
133 } else {
135 }
136}
std::string generate(bool is_male)
Return a random full name given gender.
Definition: name.cpp:128

References Name::generate(), male, and name.

Referenced by avatar::randomize(), npc::randomize(), and set_description().

◆ pick_technique()

matec_id Character::pick_technique ( Creature t,
const item weap,
bool  crit,
bool  dodge_counter,
bool  block_counter 
)

Returns a random valid technique.

Definition at line 1146 of file melee.cpp.

1148{
1149
1150 const std::vector<matec_id> all = martial_arts_data->get_all_techniques( weap );
1151
1152 std::vector<matec_id> possible;
1153
1154 bool downed = t.has_effect( effect_downed );
1155 bool stunned = t.has_effect( effect_stunned );
1156 bool wall_adjacent = g->m.is_wall_adjacent( pos() );
1157
1158 // first add non-aoe tecs
1159 for( const matec_id &tec_id : all ) {
1160 const ma_technique &tec = tec_id.obj();
1161
1162 // ignore "dummy" techniques like WBLOCK_1
1163 if( tec.dummy ) {
1164 continue;
1165 }
1166
1167 // skip defensive techniques
1168 if( tec.defensive ) {
1169 continue;
1170 }
1171
1172 // skip wall adjacent techniques if not next to a wall
1173 if( tec.wall_adjacent && !wall_adjacent ) {
1174 continue;
1175 }
1176
1177 // skip dodge counter techniques
1178 if( dodge_counter != tec.dodge_counter ) {
1179 continue;
1180 }
1181
1182 // skip block counter techniques
1183 if( block_counter != tec.block_counter ) {
1184 continue;
1185 }
1186
1187 // if critical then select only from critical tecs
1188 // but allow the technique if its crit ok
1189 if( !tec.crit_ok && ( crit != tec.crit_tec ) ) {
1190 continue;
1191 }
1192
1193 // don't apply downing techniques to someone who's already downed
1194 if( downed && tec.down_dur > 0 ) {
1195 continue;
1196 }
1197
1198 // don't apply "downed only" techniques to someone who's not downed
1199 if( !downed && tec.downed_target ) {
1200 continue;
1201 }
1202
1203 // don't apply "stunned only" techniques to someone who's not stunned
1204 if( !stunned && tec.stunned_target ) {
1205 continue;
1206 }
1207
1208 // don't apply disarming techniques to someone without a weapon
1209 // TODO: these are the stat requirements for tec_disarm
1210 // dice( dex_cur + get_skill_level("unarmed"), 8) >
1211 // dice(p->dex_cur + p->get_skill_level("melee"), 10))
1212 if( tec.disarms && !t.has_weapon() ) {
1213 continue;
1214 }
1215
1216 if( ( tec.take_weapon && ( has_weapon() || !t.has_weapon() ) ) ) {
1217 continue;
1218 }
1219
1220 // Don't apply humanoid-only techniques to non-humanoids
1221 if( tec.human_target && !t.in_species( HUMAN ) ) {
1222 continue;
1223 }
1224 // if aoe, check if there are valid targets
1225 if( !tec.aoe.empty() && !valid_aoe_technique( t, tec ) ) {
1226 continue;
1227 }
1228
1229 // If we have negative weighting then roll to see if it's valid this time
1230 if( tec.weighting < 0 && !one_in( std::abs( tec.weighting ) ) ) {
1231 continue;
1232 }
1233
1234 if( tec.is_valid_character( *this ) ) {
1235 possible.push_back( tec.id );
1236
1237 //add weighted options into the list extra times, to increase their chance of being selected
1238 if( tec.weighting > 1 ) {
1239 for( int i = 1; i < tec.weighting; i++ ) {
1240 possible.push_back( tec.id );
1241 }
1242 }
1243 }
1244 }
1245
1246 return random_entry( possible, tec_none );
1247}
virtual bool in_species(const species_id &) const
Definition: creature.cpp:972
bool stunned_target
Definition: martialarts.h:144
bool human_target
Definition: martialarts.h:146
bool block_counter
Definition: martialarts.h:135
bool wall_adjacent
Definition: martialarts.h:145
bool dodge_counter
Definition: martialarts.h:134
bool downed_target
Definition: martialarts.h:143
static const species_id HUMAN("HUMAN")
const std::array< type, 4 > all
For the purposes of iteration.
Definition: om_direction.h:27

References om_direction::all, ma_technique::aoe, ma_technique::block_counter, ma_technique::crit_ok, ma_technique::crit_tec, ma_technique::defensive, ma_technique::disarms, ma_technique::dodge_counter, ma_technique::down_dur, ma_technique::downed_target, ma_technique::dummy, effect_downed, effect_stunned, g, Creature::has_effect(), Creature::has_weapon(), has_weapon(), HUMAN, ma_technique::human_target, ma_technique::id, Creature::in_species(), ma_technique::is_valid_character(), martial_arts_data, one_in(), pos(), random_entry(), ma_technique::stunned_target, ma_technique::take_weapon, tec_none, valid_aoe_technique(), ma_technique::wall_adjacent, and ma_technique::weighting.

Referenced by block_hit(), melee_attack(), and on_dodge().

◆ place_corpse() [1/2]

void Character::place_corpse ( )

Definition at line 10103 of file character.cpp.

10104{
10105 //If the character/NPC is on a distant mission, don't drop their their gear when they die since they still have a local pos
10106 if( !death_drops ) {
10107 return;
10108 }
10109 std::vector<item *> tmp = inv_dump();
10111 map &here = get_map();
10112 for( auto itm : tmp ) {
10113 here.add_item_or_charges( pos(), *itm );
10114 }
10115 for( const bionic &bio : *my_bionics ) {
10116 if( bio.info().itype().is_valid() ) {
10117 item cbm( bio.id.str(), calendar::turn );
10118 cbm.faults.emplace( fault_bionic_nonsterile );
10119 body.components.push_back( cbm );
10120 }
10121 }
10122
10123 // Restore amount of installed pseudo-modules of Power Storage Units
10124 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10125 for( int i = 0; i < storage_modules.first; ++i ) {
10127 cbm.faults.emplace( fault_bionic_nonsterile );
10128 body.components.push_back( cbm );
10129 }
10130 for( int i = 0; i < storage_modules.second; ++i ) {
10132 cbm.faults.emplace( fault_bionic_nonsterile );
10133 body.components.push_back( cbm );
10134 }
10135 here.add_item_or_charges( pos(), body );
10136}
static const itype_id itype_power_storage("bio_power_storage")
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_power_storage_mkII("bio_power_storage_mkII")
bool death_drops
Definition: character.h:252
std::pair< int, int > amount_of_storage_bionics() const
Returns amount of Storage CBMs in the corpse.
Definition: bionics.cpp:2730
std::map< bodypart_str_id, bodypart > body
this is the actual body of the creature
Definition: creature.h:499
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, death_drops, fault_bionic_nonsterile, item::faults, get_map(), inv_dump(), itype_power_storage, itype_power_storage_mkII, item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), pos(), and calendar::turn.

Referenced by npc::die(), game::handle_action(), and game::is_game_over().

◆ place_corpse() [2/2]

void Character::place_corpse ( const tripoint_abs_omt om_target)

Definition at line 10138 of file character.cpp.

10139{
10140 tinymap bay;
10141 bay.load( project_to<coords::sm>( om_target ), false );
10142 point fin{ rng( 1, SEEX * 2 - 2 ), rng( 1, SEEX * 2 - 2 ) };
10143 // This makes no sense at all. It may find a random tile without furniture, but
10144 // if the first try to find one fails, it will go through all tiles of the map
10145 // and essentially select the last one that has no furniture.
10146 // Q: Why check for furniture? (Check for passable or can-place-items seems more useful.)
10147 // Q: Why not grep a random point out of all the possible points (e.g. via random_entry)?
10148 // Q: Why use furn_str_id instead of f_null?
10149 // TODO: fix it, see above.
10150 if( bay.furn( fin ) != furn_str_id( "f_null" ) ) {
10151 for( const tripoint &p : bay.points_on_zlevel() ) {
10152 if( bay.furn( p ) == furn_str_id( "f_null" ) ) {
10153 fin.x = p.x;
10154 fin.y = p.y;
10155 }
10156 }
10157 }
10158
10159 std::vector<item *> tmp = inv_dump();
10161 for( auto itm : tmp ) {
10162 bay.add_item_or_charges( fin, *itm );
10163 }
10164 for( const bionic &bio : *my_bionics ) {
10165 if( bio.info().itype().is_valid() ) {
10166 body.put_in( item( bio.info().itype(), calendar::turn ) );
10167 }
10168 }
10169
10170 // Restore amount of installed pseudo-modules of Power Storage Units
10171 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10172 for( int i = 0; i < storage_modules.first; ++i ) {
10173 body.put_in( item( "bio_power_storage" ) );
10174 }
10175 for( int i = 0; i < storage_modules.second; ++i ) {
10176 body.put_in( item( "bio_power_storage_mkII" ) );
10177 }
10178 bay.add_item_or_charges( fin, body );
10179}
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8753
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6720
Definition: map.h:2060

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, map::furn(), inv_dump(), map::load(), item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), map::points_on_zlevel(), rng(), SEEX, and calendar::turn.

◆ pos()

const tripoint & Character::pos ( ) const
overridevirtual

Implements Creature.

Definition at line 592 of file character.cpp.

593{
594 return position;
595}

References position.

Referenced by absorb_hit(), iuse::acidbomb_act(), activate_bionic(), npc::activate_item(), activate_mutation(), enchantment::activate_passive(), activity_on_turn_move_loot(), map::add_field(), add_known_trap(), inventory_selector::add_nearby_items(), npc::address_player(), npc::alt_attack(), map::apparent_light_helper(), map::apply_character_light(), apply_persistent_morale(), iuse::artifact(), npc::assess_danger(), assign_activity(), activity_handlers::atm_do_turn(), Creature::auto_find_hostile_target(), game::autopilot_vehicles(), npc::avoid_friendly_fire(), avoid_trap(), iuse::bell(), best_nearby_lifting_assist(), mattack::bio_op_disarm(), blossoms(), iuse::boltcutters(), map::build_vision_transparency_cache(), burn_fuel(), iuse::burrow(), game::butcher(), activity_handlers::butcher_finish(), butchery_drops_harvest(), butchery_quarter(), set_transformed_iuse::bypass(), iuse::cable_attach(), calc_needs_rates(), calculate_aim_cap(), calculate_dispersion(), iuse::call_of_tindalos(), iuse::camera(), player::can_continue_craft(), can_examine_at(), can_hear(), can_mount(), npc::can_move_to(), character_funcs::can_see_fine_details(), iuse_transform::can_use(), firestarter_actor::can_use(), iuse::capture_monster_act(), iexamine::cardreader_foodplace(), enchantment::cast_enchantment_spell(), iexamine::chainfence(), debug_menu::character_edit_menu(), game::chat(), check_art_charge_req(), player::check_eligible_containers_for_crafting(), vehicle::check_heli_ascend(), check_mount_is_spooked(), check_mount_will_move(), check_outbounds_activity(), relic_funcs::check_recharge_reqs(), iuse::chop_tree(), avatar::clear_memorized_tile(), doors::close_door(), game_menus::inv::compare(), complete_construction(), veh_interact::complete_vehicle(), consider_butchery(), consume_charges(), consume_effects(), player::consume_items(), consume_med(), consume_remote_fuel(), player::consume_tools(), game::control_vehicle(), cough(), npc::could_move_onto(), player::craft_consume_tools(), crafting_inventory(), craft_command::create_in_progress_craft(), game::create_starting_npcs(), map::creature_in_field(), game::critter_at(), iuse::crowbar(), iexamine::curtains(), iuse::cut_log_into_planks(), salvage_actor::cut_up(), deactivate_bionic(), deal_damage(), debug_menu::debug(), defer_move(), item_location::impl::item_on_map::describe(), item_location::impl::item_on_vehicle::describe(), trap::detect_trap(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::directional_antenna(), crafting::disassemble_all(), character_display::disp_info(), game::disp_NPCs(), game::display_scent(), npc::dispose_item(), npc::do_npc_read(), character_funcs::do_pause(), npc::do_pulp(), avatar::do_read(), npc::do_reload(), game::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), move_items_activity_actor::do_turn(), pickup_activity_actor::do_turn(), throw_activity_actor::do_turn(), iexamine::door_peephole(), game::draw(), draw_bionics_titlebar(), draw_cone_aoe_curses(), draw_env_compact(), draw_health_classic(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), game::draw_look_around_cursor(), draw_speed_tab(), game::draw_ter(), target_ui::draw_terrain_overlay(), draw_throw_aim(), draw_time_classic(), game::draw_trail_to_square(), draw_veh_compact(), draw_veh_padding(), game::drop(), drop(), drop_invalid_inventory(), npc::drop_items(), talk_function::drop_weapon(), monexamine::dump_items(), eat(), avatar_action::eat_here(), eff_fun_fungus(), eff_fun_hallu(), iuse::einktabletpc(), iexamine::elevator(), emit_radio_signal(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), env_surgery_bonus(), game::examine(), craft_command::execute(), npc::execute_action(), extract_or_wreck_cbms(), npc::faction_display(), iuse::fill_pit(), character_funcs::find_ammo_items_or_mags(), find_auto_consume(), find_best_bench(), npc::find_corpse_to_pulp(), npc::find_dangerous_explosives(), npc::find_item(), activity_handlers::find_mount_do_turn(), game::find_nearby_items(), game::find_or_make_stairs(), find_remote_fuel(), character_funcs::fine_detail_vision_mod(), hacking_activity_actor::finish(), npc::finish_read(), fire(), ranged::fire_gun(), iuse::fishing_rod(), game::fling_creature(), floor_bedding_warmth(), floor_item_warmth(), floor_warmth(), iexamine::flower_marloss(), iexamine::flower_poppy(), activity_handlers::forage_finish(), forced_dismount(), fungal_effects::fungalize(), iuse::fungicide(), mattack::fungus_sprout(), iexamine::fvat_full(), activity_handlers::game_do_turn(), iuse::gasmask(), iexamine::gaspump(), iuse::geiger(), generic_multi_activity_check_requirement(), generic_multi_activity_handler(), generic_multi_activity_locations(), avatar::get_book_reader(), character_funcs::get_crafting_helpers(), game::get_dangerous_tile(), activatable_inventory_preset::get_denial(), get_dodge(), player::get_eligible_containers_for_crafting(), get_heat_radiation(), get_hostile_creatures(), get_item_location(), avatar::get_memorized_tile(), get_next_auto_move_direction(), overmap_ui::get_overmap_path_to(), npc::get_path_avoid(), get_patient(), get_temp(), game::get_veh_dir_indicator_location(), get_visible_creatures(), ranged::get_weapon_dispersion(), talk_function::give_all_aid(), npc::go_to_omt_destination(), npc::good_escape_direction(), grab(), mattack::grab_drag(), game::grabbed_furn_move(), game::grabbed_veh_move(), npc::guard_current_pos(), iuse::gun_repair(), ranged::gunmode_checks_common(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), activity_handlers::hacksaw_finish(), iuse::hammer(), handbrake(), game::handle_action(), target_ui::handle_cursor_movement(), handle_harvest(), handle_melee_wear(), item::handle_pickup_ownership(), npc::handle_sound(), vehicle::handle_trap(), hardcoded_effects(), has_alarm_clock(), has_fire(), has_neighbor(), has_watch(), haul(), npc::heal_player(), npc::heal_self(), heat_emission(), iuse::honeycomb(), i_add_or_drop(), i_rem(), i_rem_keep_contents(), impact(), in_climate_control(), npc_trading::init_buying(), iexamine::intercom(), invoke_item(), npc::is_active(), enchantment::is_active(), place_trap_actor::is_allowed(), is_deaf(), is_driving(), monster::is_fleeing(), game::is_game_over(), game::is_in_viewport(), is_snuggling(), is_solid_neighbor(), ma_requirements::is_valid_character(), is_visible_in_range(), iuse::jackhammer(), monexamine::kill_zslave(), knock_back_to(), game::knockback(), knows_trap(), firestarter_actor::light_mod(), game::list_items(), game::list_monsters(), avatar_funcs::list_potential_theft_witnesses(), vehicle_prototype::load(), game::load(), avatar::load_map_memory(), aim_activity_actor::load_RAS_weapon(), activity_handlers::lockpicking_finish(), activity_handlers::longsalvage_finish(), game::look_around(), npc::look_for_player(), loot(), iuse::lumber(), ranged::make_gun_sound_effect(), activity_handlers::make_zlave_finish(), iuse::makemound(), item_action_generator::map_actions_to_items(), marloss_common(), melee_attack(), melee_special_effects(), avatar::memorize_symbol(), avatar::memorize_tile(), npc::method_of_attack(), mill_activate(), target_handler::mode_turrets(), modify_morale(), game::mon_info_update(), game::monmove(), iuse::mop(), npc::move(), avatar_action::move(), npc::move_away_from(), npc::move_to(), npc::move_to_next(), firestarter_actor::moves_cost_by_fuel(), game::moving_vehicle_dismount(), npc::mug_player(), multicooker_hallu(), mutation_effect(), npc::mutiny(), iuse::mycus(), inventory_selector::naturalize_category(), nearby(), iuse::note_bionics(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_assist(), mattack::nurse_check_up(), mattack::nurse_operate(), item_location::impl::item_on_map::obtain_cost(), item_location::impl::item_on_vehicle::obtain_cost(), on_dodge(), npc::on_load(), item::on_pickup(), item::on_takeoff(), item::on_wear(), open(), map::open_door(), activity_handlers::operation_do_turn(), activity_handlers::operation_finish(), operator_present(), game::overmap_npc_move(), iuse::oxytorch(), activity_handlers::oxytorch_do_turn(), activity_handlers::oxytorch_finish(), passive_power_gen(), iexamine::pay_gas(), game::peek(), perform_technique(), perform_uninstall(), perform_zone_activity_turn(), game::phasing_move(), debug_menu::pick_character(), pick_plant(), character_funcs::pick_safe_adjacent_tile(), pick_technique(), npc::pick_up_item(), iuse::pickaxe(), game::pickup_feet(), iexamine::pit_covered(), place_and_add_as_known(), place_corpse(), npc::place_on_map(), game::place_player(), start_location::place_player(), game::place_player_overmap(), iuse::play_music(), vehicle::player_in_control(), map::player_in_field(), player_on_couch(), pldrive(), item_location::impl::item_on_person::position(), firestarter_actor::prep_firestarter_use(), npc::pretend_fire(), print_aim(), npc::print_info(), print_items(), game::process_artifact(), process_bionic(), process_effects_internal(), process_items(), relic_funcs::process_recharge_entry(), sounds::process_sound_markers(), process_turn(), prompt_disassemble_single(), activity_handlers::pry_nails_finish(), iexamine::quern_examine(), plot_options::query_seed(), avatar_action::ramp_move(), mattack::ranged_pull(), reach_attack(), npc::reach_omt_destination(), read(), recalc_speed_bonus(), ranged::recoil_vehicle(), activity_handlers::reload_finish(), vehicle::remote_controlled(), monexamine::remove_bag_from(), render_wind(), veh_utils::repair_part(), requirements_map(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), iuse::robotcontrol_can_target(), rod_fish(), character_funcs::roll_can_sleep(), rooted(), rooted_message(), route_adjacent(), target_ui::run(), examine_item_menu::run(), run_cost(), avatar::save_map_memory(), npc::say(), character_funcs::search_surroundings(), npc::see_item_say_smth(), sees(), sees_with_infrared(), conditional_t< T >::set_is_driving(), set_item_inventory(), avatar::set_movement_mode(), conditional_t< T >::set_npc_role_nearby(), talk_effect_fun_t::set_u_buy_monster(), monster::setpos(), npc::setpos(), activity_handlers::shear_finish(), npc::shift(), shout(), show_armor_layers_ui(), iexamine::shrub_marloss(), sight_range(), sinkhole_safety_roll(), smash(), smoker_activate(), iexamine::smoker_options(), spawn_animal(), spawn_spores(), activity_handlers::spellcasting_finish(), spores(), standard_npc::standard_npc(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), game::start_game(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_schizophrenia(), suffer_in_sunlight(), suffer_while_underwater(), game::swap_critters(), avatar_action::swim(), symbol_color(), takeoff(), iuse::talking_doll(), iuse::tazer(), ranged::throw_item(), toolweapon_off(), toolweapon_on(), iuse::tow_attach(), iexamine::trap(), activity_handlers::travel_do_turn(), npc::travel_overmap(), iexamine::tree_hickory(), iexamine::tree_maple_tapped(), iexamine::tree_marloss(), explosion_iuse::trigger_explosion(), try_consume(), avatar_funcs::try_disarm_npc(), try_fuel_fire(), game::try_get_left_click_action(), game::try_get_right_click_action(), try_reject_mutagen(), salvage_actor::try_to_cut_up(), avatar_funcs::try_to_sleep(), iuse::unfold_generic(), uninstall_bionic(), avatar_funcs::unload_item(), update_bodytemp(), update_needs(), npc::update_path(), game::update_stair_monsters(), editmap::update_view_with_help(), iuse_transform::use(), countdown_actor::use(), explosion_iuse::use(), unfold_vehicle_iuse::use(), delayed_transform_iuse::use(), set_transform_iuse::use(), set_transformed_iuse::use(), place_monster_iuse::use(), place_npc_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), firestarter_actor::use(), fireweapon_off_actor::use(), fireweapon_on_actor::use(), manualnoise_actor::use(), musical_instrument_actor::use(), holster_actor::use(), heal_actor::use(), place_trap_actor::use(), emit_actor::use(), mutagen_iv_actor::use(), deploy_tent_actor::use(), unpack_actor::use(), use_charges(), use_fire(), valid_aoe_technique(), game::validate_camps(), game::vertical_move(), activity_handlers::vibe_do_turn(), vomit(), iuse::vortex(), wait(), game::walk_move(), npc::warn_about(), iuse::weather_tool(), npc::wield(), avatar_action::wield(), npc::wield_better_weapon(), npc::wont_hit_friend(), npc::worker_downtime(), and game::zones_manager().

◆ position_to_wear_new_item()

std::list< item >::iterator Character::position_to_wear_new_item ( const item new_item)
protected

Return the position in the worn list where new_item would be put by default.

Definition at line 3938 of file character.cpp.

3939{
3940 // By default we put this item on after the last item on the same or any
3941 // lower layer.
3942 return std::find_if(
3943 worn.rbegin(), worn.rend(),
3944 [&]( const item & w ) {
3945 return w.get_layer() <= new_item.get_layer();
3946 }
3947 ).base();
3948}

References worn.

Referenced by item_encumb(), and wear_item().

◆ posx()

◆ posy()

◆ posz()

int Character::posz ( ) const
inlineoverridevirtual

◆ pour_into() [1/2]

bool Character::pour_into ( item container,
item liquid 
)

Try to pour the given liquid into the given container/vehicle.

The transferred charges are removed from the liquid item. Check the charges of afterwards to see if anything has been transferred at all. The functions do not consume any move points.

Returns
Whether anything has been moved at all. false indicates the transfer is not possible at all. true indicates at least some of the liquid has been moved.

Definition at line 6360 of file character.cpp.

6361{
6362 std::string err;
6363 const int amount = container.get_remaining_capacity_for_liquid( liquid, *this, &err );
6364
6365 if( !err.empty() ) {
6366 add_msg_if_player( m_bad, err );
6367 return false;
6368 }
6369
6370 add_msg_if_player( _( "You pour %1$s into the %2$s." ), liquid.tname(), container.tname() );
6371
6372 container.fill_with( liquid, amount );
6373 inv.unsort();
6374
6375 if( liquid.charges > 0 ) {
6376 add_msg_if_player( _( "There's some left over!" ) );
6377 }
6378
6379 return true;
6380}
void fill_with(item &liquid, int amount=INFINITE_CHARGES)
Fill item with liquid up to its capacity.
Definition: item.cpp:8568
int get_remaining_capacity_for_liquid(const item &liquid, bool allow_bucket=false, std::string *err=nullptr) const
How much more of this liquid (in charges) can be put in this container.
Definition: item.cpp:8430

References _, Creature::add_msg_if_player(), item::charges, item::fill_with(), item::get_remaining_capacity_for_liquid(), inv, m_bad, item::tname(), and inventory::unsort().

Referenced by activity_handlers::fill_liquid_do_turn().

◆ pour_into() [2/2]

bool Character::pour_into ( vehicle veh,
item liquid 
)

Definition at line 6382 of file character.cpp.

6383{
6384 auto sel = [&]( const vehicle_part & pt ) {
6385 return pt.is_tank() && pt.can_reload( liquid );
6386 };
6387
6388 auto stack = units::legacy_volume_factor / liquid.type->stack_size;
6389 auto title = string_format( _( "Select target tank for <color_%s>%.1fL %s</color>" ),
6390 get_all_colors().get_name( liquid.color() ),
6391 round_up( to_liter( liquid.charges * stack ), 1 ),
6392 liquid.tname() );
6393
6394 auto &tank = veh_interact::select_part( veh, sel, title );
6395 if( !tank ) {
6396 return false;
6397 }
6398
6399 tank.fill_with( liquid );
6400
6401 //~ $1 - vehicle name, $2 - part name, $3 - liquid type
6402 add_msg_if_player( _( "You refill the %1$s's %2$s with %3$s." ),
6403 veh.name, tank.name(), liquid.type_name() );
6404
6405 if( liquid.charges > 0 ) {
6406 add_msg_if_player( _( "There's some left over!" ) );
6407 }
6408 return true;
6409}
double round_up(double val, unsigned int dp)
Round a value up at a given decimal place.
nc_color color() const
Returns the default color of the item (e.g.
Definition: item.cpp:4910
static vehicle_part & select_part(const vehicle &veh, const part_selector &sel, const std::string &title=std::string())
Prompt for a part matching the selector function.
std::string name
Definition: vehicle.h:1874
color_manager & get_all_colors()
Definition: color.cpp:45
std::string title(holiday current_holiday)
Definition: path_info.cpp:326
constexpr double to_liter(const volume &v)
Definition: units_volume.h:43
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
Structure, describing vehicle part (i.e., wheel, seat)
Definition: vehicle.h:186

References _, Creature::add_msg_if_player(), item::charges, item::color(), get_all_colors(), get_name(), units::legacy_volume_factor, vehicle::name, round_up(), veh_interact::select_part(), itype::stack_size, string_format(), PATH_INFO::title(), item::tname(), units::to_liter(), item::type, and item::type_name().

◆ power_rating()

float Character::power_rating ( ) const
overridevirtual

Returns an approximation of the creature's strength.

Implements Creature.

Definition at line 9950 of file character.cpp.

9951{
9952 int dmg = std::max( { weapon.damage_melee( DT_BASH ),
9955 } );
9956
9957 int ret = 2;
9958 // Small guns can be easily hidden from view
9959 if( weapon.volume() <= 250_ml ) {
9960 ret = 2;
9961 } else if( weapon.is_gun() ) {
9962 ret = 4;
9963 } else if( dmg > 12 ) {
9964 ret = 3; // Melee weapon or weapon-y tool
9965 }
9966 if( get_size() == MS_HUGE ) {
9967 ret += 1;
9968 }
9969 if( is_wearing_power_armor( nullptr ) ) {
9970 ret = 5; // No mercy!
9971 }
9972 return ret;
9973}

References item::damage_melee(), DT_BASH, DT_CUT, DT_STAB, get_size(), item::is_gun(), is_wearing_power_armor(), MS_HUGE, cata::hash64_detail::ret, item::volume(), and weapon.

◆ practice()

void Character::practice ( const skill_id id,
int  amount,
int  cap = 99,
bool  suppress_warning = false 
)

This handles giving xp for a skill.

Definition at line 3401 of file character.cpp.

3402{
3403 SkillLevel &level = get_skill_level_object( id );
3404 const Skill &skill = id.obj();
3405 std::string skill_name = skill.name();
3406
3407 if( !level.can_train() && !in_sleep_state() ) {
3408 // If leveling is disabled, don't train, don't drain focus, don't print anything
3409 // Leaving as a skill method rather than global for possible future skill cap setting
3410 return;
3411 }
3412
3413 const auto highest_skill = [&]() {
3414 std::pair<skill_id, int> result( skill_id::NULL_ID(), -1 );
3415 for( const auto &pair : *_skills ) {
3416 const SkillLevel &lobj = pair.second;
3417 if( lobj.level() > result.second ) {
3418 result = std::make_pair( pair.first, lobj.level() );
3419 }
3420 }
3421 return result.first;
3422 };
3423
3424 const bool isSavant = has_trait( trait_SAVANT );
3425 const skill_id savantSkill = isSavant ? highest_skill() : skill_id::NULL_ID();
3426
3427 amount = adjust_for_focus( amount );
3428
3429 if( has_trait( trait_PACIFIST ) && skill.is_combat_skill() ) {
3430 if( !one_in( 3 ) ) {
3431 amount = 0;
3432 }
3433 }
3434 if( has_trait_flag( "PRED2" ) && skill.is_combat_skill() ) {
3435 if( one_in( 3 ) ) {
3436 amount *= 2;
3437 }
3438 }
3439 if( has_trait_flag( "PRED3" ) && skill.is_combat_skill() ) {
3440 amount *= 2;
3441 }
3442
3443 if( has_trait_flag( "PRED4" ) && skill.is_combat_skill() ) {
3444 amount *= 3;
3445 }
3446
3447 if( isSavant && id != savantSkill ) {
3448 amount /= 2;
3449 }
3450
3451 if( amount > 0 && get_skill_level( id ) > cap ) { //blunt grinding cap implementation for crafting
3452 amount = 0;
3453 if( !suppress_warning && one_in( 5 ) ) {
3455 }
3456 }
3457 if( amount > 0 && level.isTraining() ) {
3458 int oldLevel = get_skill_level( id );
3459 get_skill_level_object( id ).train( amount );
3460 int newLevel = get_skill_level( id );
3461 if( newLevel > oldLevel ) {
3462 g->events().send<event_type::gains_skill_level>( getID(), id, newLevel );
3463 }
3464 if( is_player() && newLevel > oldLevel ) {
3465 add_msg( m_good, _( "Your skill in %s has increased to %d!" ), skill_name, newLevel );
3466 }
3467 if( is_player() && newLevel > cap ) {
3468 //inform player immediately that the current recipe can't be used to train further
3469 add_msg( m_info, _( "You feel that %s tasks of this level are becoming trivial." ),
3470 skill_name );
3471 }
3472
3473 int chance_to_drop = focus_pool;
3474 focus_pool -= chance_to_drop / 100;
3475 // Apex Predators don't think about much other than killing.
3476 // They don't lose Focus when practicing combat skills.
3477 if( ( rng( 1, 100 ) <= ( chance_to_drop % 100 ) ) && ( !( has_trait_flag( "PRED4" ) &&
3478 skill.is_combat_skill() ) ) ) {
3479 focus_pool--;
3480 }
3481 }
3482
3484}
static const trait_id trait_SAVANT("SAVANT")
static const trait_id trait_PACIFIST("PACIFIST")
SkillLevel & get_skill_level_object(const skill_id &ident)
Definition: character.cpp:3330
int adjust_for_focus(int amount) const
Definition: character.cpp:9913
bool can_train() const
Definition: skill.cpp:311
bool isTraining() const
Definition: skill.h:117
void practice()
Definition: skill.cpp:297
void train(int amount, bool skip_scaling=false)
Definition: skill.cpp:223
void show_skill_capped_notice(const Character &who, const skill_id &id)
This shows warning to the player that their current activity will not give them xp.

References _, _skills, add_msg(), adjust_for_focus(), SkillLevel::can_train(), focus_pool, g, gains_skill_level, get_skill_level(), get_skill_level_object(), getID(), has_trait(), has_trait_flag(), id, in_sleep_state(), Skill::is_combat_skill(), Creature::is_player(), SkillLevel::isTraining(), SkillLevel::level(), m_good, m_info, Skill::name(), string_id< Skill >::NULL_ID(), one_in(), SkillLevel::practice(), rng(), character_funcs::show_skill_capped_notice(), SkillLevel::train(), trait_PACIFIST, and trait_SAVANT.

Referenced by vehicle::act_on_map(), activity_handlers::butcher_finish(), butchery_drops_harvest(), talk_function::companion_skill_trainer(), crafting::complete_disassemble(), veh_interact::complete_vehicle(), player::craft_skill_gain(), salvage_actor::cut_up(), character_funcs::do_pause(), iuse::einktabletpc(), heal_actor::finish_using(), ranged::fire_gun(), activity_handlers::fish_do_turn(), iuse::fish_trap(), iexamine::fvat_full(), iuse::gun_repair(), hack_attempt(), computer_session::hack_attempt(), hackveh(), install_bionics(), place_trap_actor::data::load(), activity_handlers::make_zlave_finish(), melee_train(), iuse::multicooker(), on_dodge(), perform_special_attacks(), pick_plant(), vehicle::pldrive(), iexamine::practice_survival_while_foraging(), activity_handlers::pry_nails_finish(), activity_handlers::pulp_do_turn(), repair_item_actor::repair(), veh_utils::repair_part(), activity_handlers::robot_control_finish(), talk_trial::roll(), smash(), activity_handlers::start_fire_finish(), activity_handlers::study_spell_finish(), avatar_action::swim(), ranged::throw_item(), place_trap_actor::use(), and sew_advanced_actor::use().

◆ primary_weapon() [1/2]

item & Character::primary_weapon ( )

Legacy code hack, don't use.

Returns the first wielded weapon or a null item. Use wielded_items instead.

Definition at line 154 of file melee.cpp.

155{
156 return const_cast<item &>( const_cast<const Character *>( this )->primary_weapon() );
157}

References primary_weapon().

Referenced by activate_bionic(), npc::aim(), npc::alt_attack(), avatar_action::autoattack(), npc::average_damage_dealt(), best_shield(), mattack::bio_op_disarm(), mattack::bio_op_takedown(), block_hit(), npc::can_reload_current(), cast_spell(), npc::character_danger(), debug_menu::character_edit_menu(), check_art_charge_req(), npc::check_or_use_weapon_cbm(), mattack::copbot(), avatar::create(), deactivate_bionic(), npc::decide_needs(), throw_activity_actor::do_turn(), iuse::ehandcuffs(), explosion_handler::emp_blast(), npc::execute_action(), npc::faction_display(), fire(), ranged::fire_gun(), avatar_action::fire_wielded_weapon(), character_funcs::fmt_wielded_weapon(), npc::form_opinion(), mattack::frag(), aim_activity_actor::get_weapon(), give_item_to(), mattack::grab(), game::handle_action(), handle_problematic_pickup(), hardcoded_mutation_attack(), npc_trading::init_buying(), character_effects::intimidation(), npc::invalidate_range_cache(), is_armed(), steal_inventory_preset::is_shown(), ma_requirements::is_valid_character(), mdeath::jabberwock(), ma_style_callback::key(), game::list_monsters(), character_martial_arts::martialart_use_message(), melee_attack(), melee_special_effects(), avatar_action::mend(), npc::method_of_attack(), npc::move(), avatar_action::move(), npc::move_pause(), npc::move_to(), character_funcs::normalize(), npc::npc_dismount(), on_dodge(), parse_tags(), monexamine::pet_menu(), pick_one_up(), avatar_action::plthrow(), primary_weapon(), print_aim(), npc::print_info(), game::process_artifact(), item::process_extinguish(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), npc::randomize(), reach_attack(), reach_attack(), mattack::rifle(), mattack::riotbot(), examine_item_menu::run(), character_martial_arts::selected_style_name(), conditional_t< T >::set_can_stow_weapon(), gun_actor::shoot(), smash(), npc::smash_ability(), spell_effect::spawn_ethereal_item(), starting_inv(), npc::starting_weapon(), npc::stow_item(), mattack::tankgun(), avatar_funcs::try_disarm_npc(), game::try_get_right_click_action(), character_funcs::try_wield_contents(), trading_window::update_win(), used_weapon(), npc::value(), weather_effect::wet_player(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), npc_ai::wielded_value(), and memorial_logger::write().

◆ primary_weapon() [2/2]

const item & Character::primary_weapon ( ) const

Definition at line 149 of file melee.cpp.

150{
151 return weapon;
152}

References weapon.

◆ print_health()

void Character::print_health ( ) const

Definition at line 4204 of file character.cpp.

4205{
4206 if( !is_player() ) {
4207 return;
4208 }
4209 int current_health = get_healthy();
4210 if( has_trait( trait_SELFAWARE ) ) {
4211 add_msg_if_player( _( "Your current health value is %d." ), current_health );
4212 }
4213
4214 static const std::map<int, std::string> msg_categories = {
4215 { -100, "health_horrible" },
4216 { -50, "health_very_bad" },
4217 { -10, "health_bad" },
4218 { 10, "" },
4219 { 50, "health_good" },
4220 { 100, "health_very_good" },
4221 { INT_MAX, "health_great" }
4222 };
4223
4224 auto iter = msg_categories.lower_bound( current_health );
4225 if( iter != msg_categories.end() && !iter->second.empty() ) {
4226 const translation msg = SNIPPET.random_from_category( iter->second ).value_or( translation() );
4227 add_msg_if_player( current_health > 0 ? m_good : m_bad, "%s", msg );
4228 }
4229}

References _, Creature::add_msg_if_player(), get_healthy(), has_trait(), Creature::is_player(), m_bad, m_good, snippet_library::random_from_category(), SNIPPET, and trait_SELFAWARE.

Referenced by activate_mutation(), and avatar::wake_up().

◆ print_info()

int Character::print_info ( const catacurses::window w,
int  vStart,
int  vLines,
int  column 
) const
overridevirtual

Write information about this creature.

Parameters
wthe window to print the text into.
vStartvertical start to print, that means the first line to print.
vLinesnumber of lines to print at most (printing less is fine).
columnhorizontal start to print (column), horizontal end is one character before the right border of the window (to keep the border).
Returns
The line just behind the last printed line, that means multiple calls to this can be stacked, the return value is acceptable as vStart for the next call without creating empty lines or overwriting lines.

Implements Creature.

Reimplemented in npc.

Definition at line 10328 of file character.cpp.

10329{
10330 mvwprintw( w, point( column, vStart++ ), _( "You (%s)" ), name );
10331 return vStart;
10332}
void mvwprintw(const window &win, point p, const std::string &text)

References _, catacurses::mvwprintw(), and name.

◆ process_bionic()

void Character::process_bionic ( bionic bio)

Handles bionic effects over time of the entered bionic.

Definition at line 1602 of file bionics.cpp.

1603{
1604 if( ( !bio.id->fuel_opts.empty() || bio.id->is_remote_fueled ) && bio.is_auto_start_on() ) {
1605 const float start_threshold = bio.get_auto_start_thresh();
1606 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1607 if( bio.id->is_remote_fueled ) {
1608 const itype_id rem_fuel = find_remote_fuel();
1609 const std::string rem_amount = get_value( "rem_" + rem_fuel.str() );
1610 int rem_fuel_stock = 0;
1611 if( !rem_amount.empty() ) {
1612 rem_fuel_stock = std::stoi( rem_amount );
1613 }
1614 if( !rem_fuel.is_empty() && ( rem_fuel_stock > 0 ||
1615 item( rem_fuel ).has_flag( flag_PERPETUAL ) ) ) {
1616 fuel_available.emplace_back( rem_fuel );
1617 }
1618 }
1619 if( !fuel_available.empty() && get_power_level() <= start_threshold * get_max_power_level() ) {
1620 g->u.activate_bionic( bio );
1621 } else if( get_power_level() <= start_threshold * get_max_power_level() &&
1622 calendar::once_every( 1_hours ) ) {
1623 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to use Auto Start." ),
1624 _( "<npcname>'s %s does not have enough fuel to use Auto Start." ),
1625 bio.info().name );
1626 }
1627 }
1628
1629 // Only powered bionics should be processed
1630 if( !bio.powered ) {
1631 passive_power_gen( bio );
1632 return;
1633 }
1634
1635 // These might be affected by environmental conditions, status effects, faulty bionics, etc.
1636 int discharge_factor = 1;
1637 int discharge_rate = 1;
1638
1639 if( bio.charge_timer > 0 ) {
1640 bio.charge_timer -= discharge_rate;
1641 } else {
1642 if( bio.info().charge_time > 0 ) {
1643 if( bio.info().has_flag( STATIC( flag_str_id( "BIONIC_POWER_SOURCE" ) ) ) ) {
1644 // Convert fuel to bionic power
1645 burn_fuel( bio );
1646 // This is our first turn of charging, so subtract a turn from the recharge delay.
1647 bio.charge_timer = std::max( 0, bio.info().charge_time - 1 );
1648 } else {
1649 // Try to recharge our bionic if it is made for it
1650 units::energy cost = 0_J;
1651 bool recharged = attempt_recharge( *this, bio, cost, discharge_factor, discharge_rate );
1652 if( !recharged ) {
1653 // No power to recharge, so deactivate
1654 bio.powered = false;
1655 add_msg_if_player( m_neutral, _( "Your %s powers down." ), bio.info().name );
1656 // This purposely bypasses the deactivation cost
1657 deactivate_bionic( bio, true );
1658 return;
1659 }
1660 if( cost > 0_J ) {
1661 mod_power_level( -cost );
1662 }
1663 }
1664 }
1665 }
1666
1667 // Bionic effects on every turn they are active go here.
1668 if( bio.id == bio_remote ) {
1669 if( g->remoteveh() == nullptr && get_value( "remote_controlling" ).empty() ) {
1670 bio.powered = false;
1671 add_msg_if_player( m_warning, _( "Your %s has lost connection and is turning off." ),
1672 bio.info().name );
1673 }
1674 } else if( bio.id == bio_hydraulics ) {
1675 // Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
1676 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
1677 static_cast<std::string>( bio_hydraulics ) );
1678 } else if( bio.id == bio_nanobots ) {
1679 int threshold_kcal = bio.info().kcal_trigger > 0 ? 0.85f * max_stored_kcal() +
1680 bio.info().kcal_trigger : 0;
1681 const auto can_use_bionic = [this, &bio, threshold_kcal]() -> bool {
1682 const bool is_kcal_sufficient = get_stored_kcal() >= threshold_kcal;
1683 const bool is_power_sufficient = get_power_level() >= bio.info().power_trigger;
1684 return is_kcal_sufficient && is_power_sufficient;
1685 };
1686 if( get_stored_kcal() < threshold_kcal ) {
1687 bio.powered = false;
1688 add_msg_if_player( m_warning, _( "Your %s shut down to conserve calories." ), bio.info().name );
1689 deactivate_bionic( bio );
1690 return;
1691 }
1692 if( calendar::once_every( 30_turns ) ) {
1693 std::vector<effect *> bleeding_list = get_all_effects_of_type( effect_bleed );
1694 // Essential parts (Head/Torso) first.
1695 std::sort( bleeding_list.begin(), bleeding_list.end(),
1696 []( effect * a, effect * b ) {
1697 return a->get_bp()->essential > b->get_bp()->essential;
1698 } );
1699 if( !bleeding_list.empty() ) {
1700 effect *e = bleeding_list[0];
1701 if( e->get_intensity() > 1 ) {
1702 add_msg_if_player( "Your %s slow the bleeding on your %s", bio.info().name, e->get_bp()->name );
1703 e->mod_intensity( -1, false );
1704 } else {
1705 add_msg_if_player( "Your %s staunch the bleeding on your %s", bio.info().name, e->get_bp()->name );
1706 e->set_removed();
1707 }
1708 }
1709 if( calendar::once_every( 2_minutes ) ) {
1710 std::vector<bodypart_id> damaged_hp_parts;
1711 std::vector<effect *> mending_list;
1712
1713 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
1714 const int hp_cur = get_part_hp_cur( bp );
1715 if( !is_limb_broken( bp ) && hp_cur < get_part_hp_max( bp ) ) {
1716 damaged_hp_parts.push_back( bp );
1717 } else if( has_effect( effect_mending, bp.id() ) &&
1719 effect *e = &get_effect( effect_mending, bp->token );
1720 mending_list.push_back( e );
1721 }
1722 }
1723 if( !damaged_hp_parts.empty() ) {
1724 // Essential parts are considered 10 HP lower than non-essential parts for the purpose of determining priority.
1725 // I'd use the essential_value, but it's tied up in the heal_actor class of iuse_actor.
1726 std::sort( damaged_hp_parts.begin(), damaged_hp_parts.end(),
1727 [this]( const bodypart_id & a, const bodypart_id & b ) {
1728 return ( get_part_hp_cur( a ) - a->essential * 10 ) < ( get_part_hp_cur( b ) - b->essential * 10 );
1729 } );
1730 for( bodypart_id &bpid : damaged_hp_parts ) {
1731 if( !can_use_bionic() ) {
1732 return;
1733 }
1734 heal( bpid, 1 );
1737 }
1738 }
1739 if( !mending_list.empty() ) {
1740 for( effect *e : mending_list ) {
1741 if( !can_use_bionic() ) {
1742 return;
1743 }
1744 e->mod_duration( e->get_max_duration() / 100 );
1747 }
1748 }
1749 }
1750 }
1751 } else if( bio.id == bio_painkiller ) {
1752 const int pkill = get_painkiller();
1753 const int pain = get_pain();
1754 const units::energy trigger_cost = bio.info().power_trigger;
1755 int max_pkill = std::min( 150, pain );
1756 if( pkill < max_pkill ) {
1757 mod_painkiller( 1 );
1758 mod_power_level( -trigger_cost );
1759 }
1760
1761 // Only dull pain so extreme that we can't pkill it safely
1762 if( pkill >= 150 && pain > pkill && get_stim() > -150 ) {
1763 mod_pain( -1 );
1764 // Negative side effect: negative stim
1765 mod_stim( -1 );
1766 mod_power_level( -trigger_cost );
1767 }
1768 } else if( bio.id == bio_gills ) {
1769 if( has_effect( effect_asthma ) ) {
1771 _( "You feel your throat open up and air filling your lungs!" ) );
1773 }
1774 } else if( bio.id == bio_evap ) {
1775 // Aero-Evaporator provides water at 60 watts with 2 L / kWh efficiency
1776 // which is 10 mL per 5 minutes. Humidity can modify the amount gained.
1777 if( calendar::once_every( 5_minutes ) ) {
1778 const w_point &weatherPoint = get_weather().get_precise();
1779 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
1780 g->is_sheltered( g->u.pos() ) );
1781 // in thirst units = 5 mL water
1782 int water_available = std::lround( humidity * 3.0 / 100.0 );
1783 // At 50% relative humidity or more, the player will draw 10 mL
1784 // At 16% relative humidity or less, the bionic will give up
1785 if( water_available == 0 ) {
1787 _( "There is not enough humidity in the air for your %s to function." ),
1788 bio.info().name );
1789 deactivate_bionic( bio );
1790 } else if( water_available == 1 ) {
1792 _( "Your %s issues a low humidity warning. Efficiency is reduced." ),
1793 bio.info().name );
1794 }
1795
1796 mod_thirst( -water_available );
1797 }
1798
1801 _( "You are properly hydrated. Your %s chirps happily." ),
1802 bio.info().name );
1803 deactivate_bionic( bio );
1804 }
1805 } else if( bio.id == bio_ads ) {
1806 if( bio.charge_timer < 2 ) {
1807 bio.charge_timer = 2;
1808 }
1809 if( bio.energy_stored < 150_kJ ) {
1810 // Max recharge rate is influenced by whether you've been hit or not.
1811 // See character.cpp for how charge_timer keeps track of that for this bionic.
1812 units::energy max_rate = 10_kJ;
1813 if( bio.charge_timer > 2 ) {
1814 max_rate /= 2;
1815 }
1816 units::energy ads_recharge = std::min( max_rate, 150_kJ - bio.energy_stored );
1817 if( ads_recharge < get_power_level() ) {
1818 mod_power_level( - ads_recharge );
1819 bio.energy_stored += ads_recharge;
1820 } else if( get_power_level() != 0_kJ ) {
1823 }
1824 if( bio.energy_stored == 150_kJ ) {
1825 add_msg_if_player( m_good, _( "Your %s quietens to a satisfied thrum." ), bio.info().name );
1826 }
1827 } else if( bio.energy_stored > 150_kJ ) {
1828 bio.energy_stored = 150_kJ;
1829 }
1830 } else if( bio.id == afs_bio_dopamine_stimulators ) {
1831 add_morale( MORALE_FEELING_GOOD, 20, 20, 30_minutes, 20_minutes, true );
1832 } else if( bio.id == bio_radscrubber ) {
1833 if( calendar::once_every( 10_minutes ) ) {
1834 const units::energy trigger_cost = bio.info().power_trigger;
1835
1836 if( get_rad() > 0 && bio.energy_stored >= trigger_cost ) {
1837 add_msg_if_player( m_good, _( "Your %s completed a scrubbing cycle." ), bio.info().name );
1838
1839 mod_rad( std::max( -10, -get_rad() ) );
1840 mod_power_level( -trigger_cost );
1841 }
1842 }
1843 }
1844}
static const efftype_id effect_bleed("bleed")
static bool attempt_recharge(Character &p, bionic &bio, units::energy &amount, int factor=1, int rate=1)
Definition: bionics.cpp:1582
static const efftype_id effect_asthma("asthma")
static const bionic_id afs_bio_dopamine_stimulators("afs_bio_dopamine_stimulators")
static const bionic_id bio_nanobots("bio_nanobots")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const bionic_id bio_radscrubber("bio_radscrubber")
static const bionic_id bio_gills("bio_gills")
static const std::string flag_SPLINT("SPLINT")
static const efftype_id effect_mending("mending")
void mod_painkiller(int npkill)
Modifies intensity of painkillers
Definition: character.cpp:9763
void passive_power_gen(bionic &bio)
Passively produce power from PERPETUAL fuel.
Definition: bionics.cpp:1390
std::vector< const effect * > get_all_effects_of_type(const efftype_id &eff_id) const
Returns pointers to all effects matching given type.
Definition: creature.cpp:1250
void set_removed()
Definition: effect.h:249
constexpr double a
Definition: magic.cpp:1030
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
int kcal_trigger
Kcal cost when the bionic's special effect is triggered.
Definition: bionics.h:45
float get_auto_start_thresh() const
Definition: bionics.cpp:2855
bool is_auto_start_on() const
Definition: bionics.cpp:2860
translation name
Definition: bodypart.h:95

References _, a, sounds::activity, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), afs_bio_dopamine_stimulators, attempt_recharge(), b, bio_ads, bio_evap, bio_gills, bio_hydraulics, bio_nanobots, bio_painkiller, bio_radscrubber, bio_remote, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, deactivate_bionic(), effect_asthma, effect_bleed, effect_mending, bionic::energy_stored, find_remote_fuel(), flag_PERPETUAL(), flag_SPLINT(), bionic_data::fuel_opts, g, Creature::get_all_body_parts(), Creature::get_all_effects_of_type(), bionic::get_auto_start_thresh(), effect::get_bp(), Creature::get_effect(), get_fuel_available(), effect::get_intensity(), get_local_humidity(), get_max_power_level(), Creature::get_pain(), get_painkiller(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), get_power_level(), weather_manager::get_precise(), get_rad(), get_stim(), get_stored_kcal(), get_thirst(), Creature::get_value(), get_weather(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), has_trait(), heal(), w_point::humidity, hydrated, bionic::id, string_id< T >::id(), bionic::info(), bionic::is_auto_start_on(), string_id< T >::is_empty(), is_limb_broken(), bionic_data::is_remote_fueled, bionic_data::kcal_trigger, m_bad, m_good, m_mixed, m_neutral, m_warning, max_stored_kcal(), effect::mod_intensity(), mod_pain(), mod_painkiller(), mod_power_level(), mod_rad(), mod_stim(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_GOOD, bionic_data::name, body_part_type::name, calendar::once_every(), Creature::pain, passive_power_gen(), pkill, pos(), bionic_data::power_trigger, bionic::powered, Creature::remove_effect(), effect::set_removed(), sounds::sound(), STATIC, string_id< T >::str(), trait_REGEN_LIZ, and worn_with_flag().

Referenced by suffer().

◆ process_effects_internal()

void Character::process_effects_internal ( )
overridevirtual

Processes human-specific effects of effects before calling Creature::process_effects().

Implements Creature.

Definition at line 526 of file character_turn.cpp.

527{
528 //Special Removals
529 if( has_effect( effect_darkness ) && g->is_in_sunlight( pos() ) ) {
531 }
533 vomit();
535 add_msg_if_player( m_bad, _( "We have mistakenly colonized a local guide! Purging now." ) );
536 }
547 add_msg_if_player( m_good, _( "Something writhes and inside of you as it dies." ) );
548 }
555 }
558 add_msg_if_player( m_good, _( "Your bowels gurgle as something inside them dies." ) );
559 }
560
561 //Human only effects
562 for( auto &elem : *effects ) {
563 for( auto &_effect_it : elem.second ) {
564 if( !_effect_it.second.is_removed() ) {
565 process_one_effect( _effect_it.second, false );
566 }
567 }
568 }
569}
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_dermatik("dermatik")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PARAIMMUNE("PARAIMMUNE")
static const efftype_id effect_darkness("darkness")
static const efftype_id effect_paincysts("paincysts")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const efftype_id effect_brainworms("brainworms")
void process_one_effect(effect &it, bool is_new) override
Processes human-specific effects of an effect.

References _, Creature::add_msg_if_player(), effect_bloodworms, effect_brainworms, effect_darkness, effect_dermatik, effect_fungus, effect_paincysts, effect_tapeworm, Creature::effects, g, Creature::has_effect(), has_trait(), m_bad, m_good, pos(), process_one_effect(), Creature::remove_effect(), trait_ACIDBLOOD, trait_EATHEALTH, trait_M_IMMUNE, trait_PARAIMMUNE, and vomit().

◆ process_items()

void Character::process_items ( )

Process active items.

Definition at line 797 of file character_turn.cpp.

798{
799 if( weapon.needs_processing() && weapon.process( as_player(), pos(), false ) ) {
800 weapon = item();
801 }
802
803 std::vector<item *> inv_active = inv.active_items();
804 for( item *tmp_it : inv_active ) {
805 if( tmp_it->process( as_player(), pos(), false ) ) {
806 inv.remove_item( tmp_it );
807 }
808 }
809
810 // worn items
811 remove_worn_items_with( [this]( item & itm ) {
812 return itm.needs_processing() && itm.process( as_player(), pos(), false );
813 } );
814
815 // Active item processing done, now we're recharging.
816 std::vector<item *> active_worn_items;
817 bool weapon_active = weapon.has_flag( "USE_UPS" ) &&
819 std::vector<size_t> active_held_items;
820 int ch_UPS = 0;
821 for( size_t index = 0; index < inv.size(); index++ ) {
822 item &it = inv.find_item( index );
823 itype_id identifier = it.type->get_id();
824 if( identifier == itype_UPS_off ) {
825 ch_UPS += it.ammo_remaining();
826 } else if( identifier == itype_adv_UPS_off ) {
827 ch_UPS += it.ammo_remaining() / 0.6;
828 }
829 if( it.has_flag( "USE_UPS" ) && it.charges < it.type->maximum_charges() ) {
830 active_held_items.push_back( index );
831 }
832 }
833 bool update_required = get_check_encumbrance();
834 for( item &w : worn ) {
835 if( w.has_flag( "USE_UPS" ) &&
836 w.charges < w.type->maximum_charges() ) {
837 active_worn_items.push_back( &w );
838 }
839 // Necessary for UPS in Aftershock - check worn items for charge
840 const itype_id &identifier = w.typeId();
841 if( identifier == itype_UPS_off ) {
842 ch_UPS += w.ammo_remaining();
843 } else if( identifier == itype_adv_UPS_off ) {
844 ch_UPS += w.ammo_remaining() / 0.6;
845 }
846 if( !update_required && w.encumbrance_update_ ) {
847 update_required = true;
848 }
849 w.encumbrance_update_ = false;
850 }
851 if( update_required ) {
853 }
854 if( has_active_bionic( bionic_id( "bio_ups" ) ) ) {
856 }
857 int ch_UPS_used = 0;
858
859 // Load all items that use the UPS to their minimal functional charge,
860 // The tool is not really useful if its charges are below charges_to_use
861 for( size_t index : active_held_items ) {
862 if( ch_UPS_used >= ch_UPS ) {
863 break;
864 }
865 item &it = inv.find_item( index );
866 ch_UPS_used++;
867 it.charges++;
868 }
869 if( weapon_active && ch_UPS_used < ch_UPS ) {
870 ch_UPS_used++;
871 weapon.charges++;
872 }
873 for( item *worn_item : active_worn_items ) {
874 if( ch_UPS_used >= ch_UPS ) {
875 break;
876 }
877 ch_UPS_used++;
878 worn_item->charges++;
879 }
880 if( ch_UPS_used > 0 ) {
881 use_charges( itype_UPS, ch_UPS_used );
882 }
883}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS("UPS")
static const itype_id itype_UPS_off("UPS_off")
bool get_check_encumbrance()
Definition: character.h:2013
std::vector< item * > active_items()
Definition: inventory.cpp:1089
size_t size() const
Definition: inventory.cpp:167
bool process(player *carrier, const tripoint &pos, bool activate, temperature_flag flag=temperature_flag::TEMP_NORMAL)
This is called once each turn.
Definition: item.cpp:9591
bool needs_processing() const
Whether the item should be processed (by calling process).
Definition: item.cpp:8935
int maximum_charges() const
Definition: itype.cpp:123

References inventory::active_items(), item::ammo_remaining(), Creature::as_player(), bionic_id, item::charges, inventory::find_item(), get_check_encumbrance(), itype::get_id(), get_power_level(), has_active_bionic(), item::has_flag(), inv, itype_adv_UPS_off, itype_UPS, itype_UPS_off, itype::maximum_charges(), item::needs_processing(), pos(), item::process(), inventory::remove_item(), remove_worn_items_with(), reset_encumbrance(), inventory::size(), units::to_kilojoule(), item::type, use_charges(), weapon, and worn.

Referenced by npc::on_load(), and process_turn().

◆ process_one_effect()

void Character::process_one_effect ( effect it,
bool  is_new 
)
overridevirtual

Processes human-specific effects of an effect.

Implements Creature.

Definition at line 317 of file character_turn.cpp.

318{
319 bool reduced = resists_effect( it );
320 double mod = 1;
321 body_part bp = it.get_bp()->token;
322 int val = 0;
323
324 // Still hardcoded stuff, do this first since some modify their other traits
325 hardcoded_effects( it );
326
327 const auto get_effect = [&it, is_new]( const std::string & arg, bool reduced ) {
328 if( is_new ) {
329 return it.get_amount( arg, reduced );
330 }
331 return it.get_mod( arg, reduced );
332 };
333
334 // Handle miss messages
335 auto msgs = it.get_miss_msgs();
336 if( !msgs.empty() ) {
337 for( const auto &i : msgs ) {
338 add_miss_reason( _( i.first ), static_cast<unsigned>( i.second ) );
339 }
340 }
341
342 // Handle health mod
343 val = get_effect( "H_MOD", reduced );
344 if( val != 0 ) {
345 mod = 1;
346 if( is_new || it.activated( calendar::turn, "H_MOD", val, reduced, mod ) ) {
347 int bounded = bound_mod_to_vals(
348 get_healthy_mod(), val, it.get_max_val( "H_MOD", reduced ),
349 it.get_min_val( "H_MOD", reduced ) );
350 // This already applies bounds, so we pass them through.
351 mod_healthy_mod( bounded, get_healthy_mod() + bounded );
352 }
353 }
354
355 // Handle health
356 val = get_effect( "HEALTH", reduced );
357 if( val != 0 ) {
358 mod = 1;
359 if( is_new || it.activated( calendar::turn, "HEALTH", val, reduced, mod ) ) {
361 it.get_max_val( "HEALTH", reduced ), it.get_min_val( "HEALTH", reduced ) ) );
362 }
363 }
364
365 // Handle stim
366 val = get_effect( "STIM", reduced );
367 if( val != 0 ) {
368 mod = 1;
369 if( is_new || it.activated( calendar::turn, "STIM", val, reduced, mod ) ) {
370 mod_stim( bound_mod_to_vals( get_stim(), val, it.get_max_val( "STIM", reduced ),
371 it.get_min_val( "STIM", reduced ) ) );
372 }
373 }
374
375 // Handle hunger
376 val = get_effect( "HUNGER", reduced );
377 if( val != 0 ) {
378 mod = 1;
379 if( is_new || it.activated( calendar::turn, "HUNGER", val, reduced, mod ) ) {
381 val, it.get_max_val( "HUNGER", reduced ), it.get_min_val( "HUNGER", reduced ) ) );
382 }
383 }
384
385 // Handle thirst
386 val = get_effect( "THIRST", reduced );
387 if( val != 0 ) {
388 mod = 1;
389 if( is_new || it.activated( calendar::turn, "THIRST", val, reduced, mod ) ) {
390 mod_thirst( bound_mod_to_vals( get_thirst(), val, it.get_max_val( "THIRST", reduced ),
391 it.get_min_val( "THIRST", reduced ) ) );
392 }
393 }
394
395 // Handle fatigue
396 val = get_effect( "FATIGUE", reduced );
397 // Prevent ongoing fatigue effects while asleep.
398 // These are meant to change how fast you get tired, not how long you sleep.
399 if( val != 0 && !in_sleep_state() ) {
400 mod = 1;
401 if( is_new || it.activated( calendar::turn, "FATIGUE", val, reduced, mod ) ) {
402 mod_fatigue( bound_mod_to_vals( get_fatigue(), val, it.get_max_val( "FATIGUE", reduced ),
403 it.get_min_val( "FATIGUE", reduced ) ) );
404 }
405 }
406
407 // Handle Radiation
408 val = get_effect( "RAD", reduced );
409 if( val != 0 ) {
410 mod = 1;
411 if( is_new || it.activated( calendar::turn, "RAD", val, reduced, mod ) ) {
412 mod_rad( bound_mod_to_vals( get_rad(), val, it.get_max_val( "RAD", reduced ), 0 ) );
413 // Radiation can't go negative
414 if( get_rad() < 0 ) {
415 set_rad( 0 );
416 }
417 }
418 }
419
420 // Handle Pain
421 val = get_effect( "PAIN", reduced );
422 if( val != 0 ) {
423 mod = 1;
424 if( it.get_sizing( "PAIN" ) ) {
425 if( has_trait( trait_FAT ) ) {
426 mod *= 1.5;
427 }
428 if( get_size() == MS_LARGE ) {
429 mod *= 2;
430 }
431 if( get_size() == MS_HUGE ) {
432 mod *= 3;
433 }
434 }
435 if( is_new || it.activated( calendar::turn, "PAIN", val, reduced, mod ) ) {
436 int pain_inc = bound_mod_to_vals( get_pain(), val, it.get_max_val( "PAIN", reduced ), 0 );
437 mod_pain( pain_inc );
438 if( pain_inc > 0 ) {
439 character_funcs::add_pain_msg( *this, val, bp );
440 }
441 }
442 }
443
444 // Handle Damage
445 val = get_effect( "HURT", reduced );
446 if( val != 0 ) {
447 mod = 1;
448 if( it.get_sizing( "HURT" ) ) {
449 if( has_trait( trait_FAT ) ) {
450 mod *= 1.5;
451 }
452 if( get_size() == MS_LARGE ) {
453 mod *= 2;
454 }
455 if( get_size() == MS_HUGE ) {
456 mod *= 3;
457 }
458 }
459 if( is_new || it.activated( calendar::turn, "HURT", val, reduced, mod ) ) {
460 if( bp == num_bp ) {
461 if( val > 5 ) {
462 add_msg_if_player( _( "Your %s HURTS!" ), body_part_name_accusative( bp_torso ) );
463 } else {
464 add_msg_if_player( _( "Your %s hurts!" ), body_part_name_accusative( bp_torso ) );
465 }
466 apply_damage( nullptr, bodypart_id( "torso" ), val, true );
467 } else {
468 if( val > 5 ) {
469 add_msg_if_player( _( "Your %s HURTS!" ), body_part_name_accusative( bp ) );
470 } else {
471 add_msg_if_player( _( "Your %s hurts!" ), body_part_name_accusative( bp ) );
472 }
473 apply_damage( nullptr, convert_bp( bp ).id(), val, true );
474 }
475 }
476 }
477
478 // Handle Sleep
479 val = get_effect( "SLEEP", reduced );
480 if( val != 0 ) {
481 mod = 1;
482 if( ( is_new || it.activated( calendar::turn, "SLEEP", val, reduced, mod ) ) &&
483 !has_effect( efftype_id( "sleep" ) ) ) {
484 add_msg_if_player( _( "You pass out!" ) );
486 }
487 }
488
489 // Handle painkillers
490 val = get_effect( "PKILL", reduced );
491 if( val != 0 ) {
493 if( is_new || it.activated( calendar::turn, "PKILL", val, reduced, mod ) ) {
494 mod_painkiller( bound_mod_to_vals( get_painkiller(), val, it.get_max_val( "PKILL", reduced ), 0 ) );
495 }
496 }
497
498 // Handle coughing
499 mod = 1;
500 val = 0;
501 if( it.activated( calendar::turn, "COUGH", val, reduced, mod ) ) {
502 cough( it.get_harmful_cough() );
503 }
504
505 // Handle vomiting
507 val = 0;
508 if( it.activated( calendar::turn, "VOMIT", val, reduced, mod ) ) {
509 vomit();
510 }
511
512 // Handle stamina
513 val = get_effect( "STAMINA", reduced );
514 if( val != 0 ) {
515 mod = 1;
516 if( is_new || it.activated( calendar::turn, "STAMINA", val, reduced, mod ) ) {
518 it.get_max_val( "STAMINA", reduced ),
519 it.get_min_val( "STAMINA", reduced ) ) );
520 }
521 }
522
523 // Speed and stats are handled in recalc_speed_bonus and reset_stats respectively
524}
int bound_mod_to_vals(int val, int mod, int max, int min)
Clamp the value of a modifier in order to bound the resulting value.
static const trait_id trait_FAT("FAT")
virtual int get_healthy_mod() const
Definition: character.cpp:4154
void cough(bool harmful=false, int loudness=4)
Definition: character.cpp:7528
void hardcoded_effects(effect &it)
Handles the still hard-coded effects.
bool resists_effect(const effect &e) const
Returns true if the creature resists an effect.
Definition: creature.cpp:1330
bool get_sizing(const std::string &arg) const
Returns true if the given modifier type's trigger chance is affected by size mutations.
Definition: effect.cpp:1021
bool get_harmful_cough() const
Returns true if the coughs caused by an effect can harm the player directly.
Definition: effect.cpp:1199
int get_mod(std::string arg, bool reduced=false) const
Returns the matching modifier type from an effect, used for getting actual effect effects.
Definition: effect.cpp:910
int get_max_val(std::string arg, bool reduced=false) const
Returns the maximum value of a modifier type that get_mod() and get_amount() will push the player to.
Definition: effect.cpp:1006
double get_addict_mod(const std::string &arg, int addict_level) const
Returns the modifier caused by addictions.
Definition: effect.cpp:1185
std::vector< std::pair< std::string, int > > get_miss_msgs() const
Returns a vector of the miss message messages and chances for use in add_miss_reason() while the effe...
Definition: effect.cpp:1216
bool activated(const time_point &when, std::string arg, int val, bool reduced=false, double mod=1) const
Checks to see if a given modifier type can activate, and performs any rolls required to do so.
Definition: effect.cpp:1108
int get_min_val(std::string arg, bool reduced=false) const
Returns the minimum value of a modifier type that get_mod() and get_amount() will push the player to.
Definition: effect.cpp:991
void add_pain_msg(const Character &who, int val, body_part bp)
Add message describing how character feels pain.

References _, effect::activated(), add_miss_reason(), Creature::add_msg_if_player(), character_funcs::add_pain_msg(), addiction_level(), apply_damage(), arg(), body_part_name_accusative(), bound_mod_to_vals(), bp_torso, convert_bp(), cough(), efftype_id, fall_asleep(), time_duration::from_turns(), effect::get_addict_mod(), effect::get_amount(), effect::get_bp(), Creature::get_effect(), get_fatigue(), effect::get_harmful_cough(), get_healthy(), get_healthy_mod(), effect::get_max_val(), effect::get_min_val(), effect::get_miss_msgs(), effect::get_mod(), Creature::get_pain(), get_painkiller(), get_rad(), get_size(), effect::get_sizing(), get_stamina(), get_stim(), get_stored_kcal(), get_thirst(), hardcoded_effects(), Creature::has_effect(), has_trait(), in_sleep_state(), max_stored_kcal(), mod_fatigue(), mod_healthy(), mod_healthy_mod(), mod_pain(), mod_painkiller(), mod_rad(), mod_stamina(), mod_stim(), mod_stored_kcal(), mod_thirst(), MS_HUGE, MS_LARGE, num_bp, PKILLER, Creature::resists_effect(), set_rad(), body_part_type::token, trait_FAT, calendar::turn, vomit(), and character_effects::vomit_mod().

Referenced by process_effects_internal().

◆ process_turn()

void Character::process_turn ( )
overridevirtual

Handles end-of-turn processing.

Reimplemented from Creature.

Reimplemented in npc.

Definition at line 160 of file character_turn.cpp.

161{
162 // Has to happen before reset_stats
164
165 for( bionic &i : *my_bionics ) {
166 if( i.incapacitated_time > 0_turns ) {
167 i.incapacitated_time -= 1_turns;
168 if( i.incapacitated_time == 0_turns ) {
169 add_msg_if_player( m_bad, _( "Your %s bionic comes back online." ), i.info().name );
170 }
171 }
172 }
173
175
176 // If we're actively handling something we can't just drop it on the ground
177 // in the middle of handling it
178 if( activity.targets.empty() ) {
180 }
182 // Didn't just pick something up
183 last_item = itype_id( "null" );
184
185 visit_items( [this]( item * e ) {
186 e->process_artifact( as_player(), pos() );
187 e->process_relic( *this );
188 return VisitResponse::NEXT;
189 } );
190
191 suffer();
192 // NPCs currently don't make any use of their scent, pointless to calculate it
193 // TODO: make use of NPC scent.
194 if( !is_npc() ) {
197 }
198 const int mask_intensity = get_effect_int( effect_masked_scent );
199
200 // Set our scent towards the norm
201 int norm_scent = 500;
202 int temp_norm_scent = INT_MIN;
203 bool found_intensity = false;
204 for( const trait_id &mut : get_mutations() ) {
205 const std::optional<int> &scent_intensity = mut->scent_intensity;
206 if( scent_intensity ) {
207 found_intensity = true;
208 temp_norm_scent = std::max( temp_norm_scent, *scent_intensity );
209 }
210 }
211 if( found_intensity ) {
212 norm_scent = temp_norm_scent;
213 }
214
215 for( const trait_id &mut : get_mutations() ) {
216 const std::optional<int> &scent_mask = mut->scent_mask;
217 if( scent_mask ) {
218 norm_scent += *scent_mask;
219 }
220 }
221
222 //mask from scent altering items;
223 norm_scent += mask_intensity;
224
225 // Scent increases fast at first, and slows down as it approaches normal levels.
226 // Estimate it will take about norm_scent * 2 turns to go from 0 - norm_scent / 2
227 // Without smelly trait this is about 1.5 hrs. Slows down significantly after that.
228 if( scent < rng( 0, norm_scent ) ) {
229 scent++;
230 }
231
232 // Unusually high scent decreases steadily until it reaches normal levels.
233 if( scent > norm_scent ) {
234 scent--;
235 }
236
237 for( const trait_id &mut : get_mutations() ) {
238 scent *= mut.obj().scent_modifier;
239 }
240 }
241
242 // We can dodge again! Assuming we can actually move...
243 if( in_sleep_state() ) {
244 blocks_left = 0;
245 dodges_left = 0;
246 } else if( moves > 0 ) {
249 }
250
251 // auto-learning. This is here because skill-increases happens all over the place:
252 // SkillLevel::readBook (has no connection to the skill or the player),
253 // player::read, player::practice, ...
254 // Check for spontaneous discovery of martial art styles
255 for( auto &style : autolearn_martialart_types() ) {
256 const matype_id &ma( style );
257
258 if( !martial_arts_data->has_martialart( ma ) && can_autolearn_martial_art( *this, ma ) ) {
259 martial_arts_data->add_martialart( ma );
260 add_msg_if_player( m_info, _( "You have learned a new style: %s!" ), ma.obj().name );
261 }
262 }
263
264 // Update time spent conscious in this overmap tile for the Nomad traits.
265 if( !is_npc() && ( has_trait( trait_NOMAD ) || has_trait( trait_NOMAD2 ) ||
266 has_trait( trait_NOMAD3 ) ) &&
269 const point_abs_omt pos = ompos.xy();
270 if( overmap_time.find( pos ) == overmap_time.end() ) {
271 overmap_time[pos] = 1_turns;
272 } else {
273 overmap_time[pos] += 1_turns;
274 }
275 }
276 // Decay time spent in other overmap tiles.
277 if( !is_npc() && calendar::once_every( 1_hours ) ) {
279 const time_point now = calendar::turn;
280 time_duration decay_time = 0_days;
281 if( has_trait( trait_NOMAD ) ) {
282 decay_time = 7_days;
283 } else if( has_trait( trait_NOMAD2 ) ) {
284 decay_time = 14_days;
285 } else if( has_trait( trait_NOMAD3 ) ) {
286 decay_time = 28_days;
287 }
288 auto it = overmap_time.begin();
289 while( it != overmap_time.end() ) {
290 if( it->first == ompos.xy() ) {
291 it++;
292 continue;
293 }
294 // Find the amount of time passed since the player touched any of the overmap tile's submaps.
295 const tripoint_abs_omt tpt( it->first, 0 );
296 const time_point last_touched = overmap_buffer.scent_at( tpt ).creation_time;
297 const time_duration since_visit = now - last_touched;
298 // If the player has spent little time in this overmap tile, let it decay after just an hour instead of the usual extended decay time.
299 const time_duration modified_decay_time = it->second > 5_minutes ? decay_time : 1_hours;
300 if( since_visit > modified_decay_time ) {
301 // Reduce the tracked time spent in this overmap tile.
302 const time_duration decay_amount = std::min( since_visit - modified_decay_time, 1_hours );
303 const time_duration updated_value = it->second - decay_amount;
304 if( updated_value <= 0_turns ) {
305 // We can stop tracking this tile if there's no longer any time recorded there.
306 it = overmap_time.erase( it );
307 continue;
308 } else {
309 it->second = updated_value;
310 }
311 }
312 it++;
313 }
314 }
315}
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_sleep("sleep")
void process_items()
Process active items.
void clear_miss_reasons()
Clears the list of reasons for why the player would miss a melee attack.
Definition: melee.cpp:356
void suffer()
Handles a large number of timers decrementing and other randomized effects.
Definition: suffer.cpp:1443
virtual void process_turn()
Processes effects and bonuses and allocates move points based on speed.
Definition: creature.cpp:153
virtual int get_num_dodges() const
Definition: creature.cpp:1464
virtual int get_num_blocks() const
Definition: creature.cpp:1460
void process_artifact(player *carrier, const tripoint &pos)
Process and apply artifact effects.
Definition: item.cpp:9061
void process_relic(Character &carrier)
Definition: item.cpp:9103
scent_trace scent_at(const tripoint_abs_omt &pos)
Method to retrieve the scent at a given location.
std::vector< item_location > targets
time_point creation_time
Definition: overmap_types.h:15
A point in the game time.
Definition: calendar.h:431
std::vector< matype_id > autolearn_martialart_types()
bool can_autolearn_martial_art(const Character &who, const matype_id &ma_id)
Returns true if the character can learn the entered martial art.

References _, activity, Creature::add_msg_if_player(), Creature::as_player(), autolearn_martialart_types(), blocks_left, can_autolearn_martial_art(), clear_miss_reasons(), scent_trace::creation_time, dodges_left, drop_invalid_inventory(), effect_masked_scent, effect_narcosis, effect_sleep, Creature::get_effect_int(), get_mutations(), Creature::get_num_blocks(), Creature::get_num_dodges(), global_omt_location(), Creature::has_effect(), has_trait(), in_sleep_state(), Creature::is_npc(), itype_id, last_item, m_bad, m_info, martial_arts_data, Creature::moves, my_bionics, martialart::name, NEXT, string_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_time, pos(), item::process_artifact(), process_items(), item::process_relic(), Creature::process_turn(), restore_scent(), rng(), scent, overmapbuffer::scent_at(), suffer(), player_activity::targets, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, calendar::turn, visitable< Character >::visit_items(), and coords::coord_point< Point, Origin, Scale >::xy().

Referenced by game::do_turn(), npc::process_turn(), and game::start_game().

◆ query_yn() [1/2]

template<typename ... Args>
bool Character::query_yn ( const char *const  msg,
Args &&...  args 
) const
inline

It is supposed to hide the query_yn to simplify player vs.

npc code.

Definition at line 1489 of file character.h.

1489 {
1490 return query_yn( string_format( msg, std::forward<Args>( args ) ... ) );
1491 }

References query_yn(), and string_format().

Referenced by activate_bionic(), can_install_bionics(), query_yn(), takeoff(), and will_eat().

◆ query_yn() [2/2]

virtual bool Character::query_yn ( const std::string &  msg) const
pure virtual

Implemented in npc, player, and player.

◆ ranged_dex_mod()

int Character::ranged_dex_mod ( ) const
virtual
Dexterity <20 increases ranged penalty

Definition at line 4138 of file character.cpp.

4139{
4140 ///\EFFECT_DEX <20 increases ranged penalty
4141 return std::max( ( 20.0 - get_dex() ) * 0.5, 0.0 );
4142}

References get_dex().

Referenced by draw_stats_info(), ranged::get_weapon_dispersion(), and set_stats().

◆ ranged_per_mod()

int Character::ranged_per_mod ( ) const
virtual
Perception <20 increases ranged aiming penalty.

Definition at line 4144 of file character.cpp.

4145{
4146 ///\EFFECT_PER <20 increases ranged aiming penalty.
4147 return std::max( ( 20.0 - get_per() ) * 1.2, 0.0 );
4148}

References get_per().

Referenced by draw_stats_info(), ranged::effective_dispersion(), and set_stats().

◆ reach_attack()

void Character::reach_attack ( const tripoint p)

Handles reach melee attack on point p.

Melee >5 allows WHIP_DISARM technique Stabbing decreases chance of hitting intervening target on reach attack Stabbing increases ability to reach attack through fences Strength increases bash effects when reach attacking past something

Definition at line 649 of file melee.cpp.

650{
651 matec_id force_technique = tec_none;
652 /** @EFFECT_MELEE >5 allows WHIP_DISARM technique */
653 if( primary_weapon().has_flag( "WHIP" ) && ( get_skill_level( skill_melee ) > 5 ) && one_in( 3 ) ) {
654 force_technique = matec_id( "WHIP_DISARM" );
655 }
656
657 map &here = get_map();
658 Creature *critter = g->critter_at( p );
659 // Original target size, used when there are monsters in front of our target
660 int target_size = critter != nullptr ? ( critter->get_size() + 1 ) : 2;
661 // Reset last target pos
662 as_player()->last_target_pos = std::nullopt;
663 // Max out recoil
665
667 int skill = std::min( 10, get_skill_level( skill_stabbing ) );
668 int t = 0;
669 std::vector<tripoint> path = line_to( pos(), p, t, 0 );
670 tripoint last_point = pos();
671 path.pop_back(); // Last point is our critter
672 for( const tripoint &path_point : path ) {
673 // Possibly hit some unintended target instead
674 Creature *inter = g->critter_at( path_point );
675 int inter_block_size = inter != nullptr ? ( inter->get_size() + 1 ) : 2;
676 /** @EFFECT_STABBING decreases chance of hitting intervening target on reach attack */
677 if( inter != nullptr &&
678 !x_in_y( ( target_size * target_size + 1 ) * skill,
679 ( inter_block_size * inter_block_size + 1 ) * 10 ) ) {
680 // Even if we miss here, low roll means weapon is pushed away or something like that
681 critter = inter;
682 break;
683 } else if( here.obstructed_by_vehicle_rotation( last_point, path_point ) ) {
684 tripoint rand = path_point;
685 if( one_in( 2 ) ) {
686 rand.x = last_point.x;
687 } else {
688 rand.y = last_point.y;
689 }
690
691 here.bash( rand, str_cur + primary_weapon().damage_melee( DT_BASH ) );
694 return;
695 /** @EFFECT_STABBING increases ability to reach attack through fences */
696 } else if( here.impassable( path_point ) &&
697 // Fences etc. Spears can stab through those
698 !( primary_weapon().has_flag( "SPEAR" ) &&
699 g->m.has_flag( "THIN_OBSTACLE", path_point ) &&
700 x_in_y( skill, 10 ) ) ) {
701 /** @EFFECT_STR increases bash effects when reach attacking past something */
702 here.bash( path_point, str_cur + primary_weapon().damage_melee( DT_BASH ) );
705 return;
706 }
707 last_point = path_point;
708 }
709
710 if( here.obstructed_by_vehicle_rotation( last_point, p ) ) {
711 tripoint rand = p;
712 if( one_in( 2 ) ) {
713 rand.x = last_point.x;
714 } else {
715 rand.y = last_point.y;
716 }
717
718 here.bash( rand, str_cur + primary_weapon().damage_melee( DT_BASH ) );
721 return;
722 }
723
724 if( critter == nullptr ) {
725 add_msg_if_player( _( "You swing at the air." ) );
726 if( martial_arts_data->has_miss_recovery_tec( primary_weapon() ) ) {
727 move_cost /= 3; // "Probing" is faster than a regular miss
728 }
729
731 return;
732 }
733
734 reach_attacking = true;
735 melee_attack( *critter, false, &force_technique, false );
736 reach_attacking = false;
737}
virtual m_size get_size() const =0
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6593
bool impassable(const tripoint &p) const
Definition: map.cpp:1859
std::optional< tripoint > last_target_pos
Definition: player.h:242
static const skill_id skill_stabbing("stabbing")
string_id< ma_technique > matec_id
Definition: type_id.h:92

References _, Creature::add_msg_if_player(), Creature::as_player(), attack_cost(), map::bash(), item::damage_melee(), DT_BASH, g, get_map(), Creature::get_size(), get_skill_level(), handle_melee_wear(), Creature::has_flag(), map::impassable(), player::last_target_pos, line_to(), martial_arts_data, MAX_RECOIL, melee_attack(), Creature::mod_moves(), move_cost(), map::obstructed_by_vehicle_rotation(), one_in(), pos(), primary_weapon(), reach_attacking, recoil, skill_melee, skill_stabbing, str_cur, tec_none, tripoint::x, x_in_y(), and tripoint::y.

Referenced by npc::execute_action(), and reach_attack().

◆ react_to_felt_pain()

void Character::react_to_felt_pain ( int  intensity)

Definition at line 731 of file character.cpp.

732{
733 if( intensity <= 0 ) {
734 return;
735 }
736 if( is_player() && intensity >= 2 ) {
737 g->cancel_activity_or_ignore_query( distraction_type::pain, _( "Ouch, something hurts!" ) );
738 }
739 // Only a large pain burst will actually wake people while sleeping.
741 int pain_thresh = rng( 3, 5 );
742
744 pain_thresh += 2;
745 } else if( has_trait( trait_HEAVYSLEEPER2 ) ) {
746 pain_thresh += 5;
747 }
748
749 if( intensity >= pain_thresh ) {
750 wake_up();
751 }
752 }
753}
static const trait_id trait_HEAVYSLEEPER("HEAVYSLEEPER")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")

References _, effect_narcosis, effect_sleep, g, Creature::has_effect(), has_trait(), Creature::is_player(), pain, rng(), trait_HEAVYSLEEPER, trait_HEAVYSLEEPER2, and wake_up().

Referenced by set_pain(), and set_painkiller().

◆ read_speed()

int Character::read_speed ( bool  return_stat_effect = true) const

Returns the player's reading speed.

Intelligence increases reading speed by 3s per level above 8

Definition at line 3486 of file character.cpp.

3487{
3488 // Stat window shows stat effects on based on current stat
3489 const int intel = get_int();
3490 /** @EFFECT_INT increases reading speed by 3s per level above 8*/
3491 int ret = to_moves<int>( 1_minutes ) - to_moves<int>( 3_seconds ) * ( intel - 8 );
3492
3494 ret *= .75;
3495 }
3496
3497 ret *= mutation_value( "reading_speed_multiplier" );
3498
3499 if( ret < to_moves<int>( 1_seconds ) ) {
3500 ret = to_moves<int>( 1_seconds );
3501 }
3502 // return_stat_effect actually matters here
3503 return return_stat_effect ? ret : ret * 100 / to_moves<int>( 1_minutes );
3504}
static const bionic_id afs_bio_linguistic_coprocessor("afs_bio_linguistic_coprocessor")

References afs_bio_linguistic_coprocessor, get_int(), has_bionic(), mutation_value(), and cata::hash64_detail::ret.

Referenced by draw_stats_info(), read_inventory_preset::read_inventory_preset(), set_stats(), npc::time_to_read(), and avatar::time_to_read().

◆ rebuild_mutation_cache()

void Character::rebuild_mutation_cache ( )

Definition at line 7875 of file character.cpp.

7876{
7877 cached_mutations.clear();
7878 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
7879 cached_mutations.push_back( &mut.first.obj() );
7880 }
7881 for( const trait_id &mut : enchantment_cache->get_mutations() ) {
7882 cached_mutations.push_back( &mut.obj() );
7883 }
7884}

References cached_mutations, enchantment_cache, and my_mutations.

Referenced by set_mutation(), and unset_mutation().

◆ recalc_hp()

void Character::recalc_hp ( )

Recalculates HP after a change to max strength.

Definition at line 1571 of file character.cpp.

1572{
1573 int str_boost_val = 0;
1574 std::optional<skill_boost> str_boost = skill_boost::get( "str" );
1575 if( str_boost ) {
1576 int skill_total = 0;
1577 for( const std::string &skill_str : str_boost->skills() ) {
1578 skill_total += get_skill_level( skill_id( skill_str ) );
1579 }
1580 str_boost_val = str_boost->calc_bonus( skill_total );
1581 }
1582 // Mutated toughness stacks with starting, by design.
1583 float hp_mod = 1.0f + mutation_value( "hp_modifier" ) + mutation_value( "hp_modifier_secondary" );
1584 float hp_adjustment = mutation_value( "hp_adjustment" ) + ( str_boost_val * 3 );
1585 calc_all_parts_hp( hp_mod, hp_adjustment, get_str_base() );
1586}
void calc_all_parts_hp(float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
Sets hp for all body parts.
Definition: character.cpp:1588
static std::optional< skill_boost > get(const std::string &stat_str)
Definition: skill_boost.cpp:20

References calc_all_parts_hp(), skill_boost::get(), get_skill_level(), get_str_base(), mutation_value(), and skill_id.

Referenced by apply_mods(), apply_skill_boost(), avatar::create(), mutation_effect(), mutation_loss_effect(), character_funcs::normalize(), npc::randomize(), reset_scenario(), set_stats(), standard_npc::standard_npc(), and avatar::upgrade_stat().

◆ recalc_sight_limits()

void Character::recalc_sight_limits ( )

Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change:

  • effects
  • bionics
  • traits
  • underwater
  • clothes

Definition at line 1618 of file character.cpp.

1619{
1620 sight_max = 9999;
1621 vision_mode_cache.reset();
1622
1623 // Set sight_max.
1624 if( is_blind() || ( in_sleep_state() && !has_trait( trait_SEESLEEP ) ) ||
1626 sight_max = 0;
1627 } else if( has_effect( effect_boomered ) && ( !( has_trait( trait_PER_SLIME_OK ) ) ) ) {
1628 sight_max = 1;
1630 } else if( has_effect( effect_in_pit ) || has_effect( effect_no_sight ) ||
1634 sight_max = 1;
1635 } else if( has_active_mutation( trait_SHELL2 ) ) {
1636 // You can kinda see out a bit.
1637 sight_max = 2;
1638 } else if( ( has_trait( trait_MYOPIC ) || has_trait( trait_URSINE_EYE ) ) &&
1640 sight_max = 4;
1641 } else if( has_trait( trait_PER_SLIME ) ) {
1642 sight_max = 6;
1643 } else if( has_effect( effect_darkness ) ) {
1645 sight_max = 10;
1646 }
1647
1648 // Debug-only NV
1651 }
1652
1653 float best_bonus_nv = 0.0f;
1654 for( const mutation_branch *mut : cached_mutations ) {
1655 best_bonus_nv = std::max( best_bonus_nv, mut->night_vision_range );
1656 }
1658 ( is_mounted() && mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1659 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1660 }
1661 if( has_nv() ) {
1663 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1664 }
1665 if( has_trait( trait_BIRD_EYE ) ) {
1667 }
1668 if( has_trait( trait_URSINE_EYE ) ) {
1670 }
1671
1672 // +1 because of the ugly -1 in _from_per
1675 nv_range += best_bonus_nv;
1677 nv_range++;
1678 }
1679
1680 // Not exactly a sight limit thing, but related enough
1685 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1687 }
1688
1690 has_effect_with_flag( "EFFECT_SUPER_CLAIRVOYANCE" ) ) {
1693 has_effect_with_flag( "EFFECT_CLAIRVOYANCE_PLUS" ) ) {
1695 } else if( has_artifact_with( AEP_CLAIRVOYANCE ) ||
1696 has_effect_with_flag( "EFFECT_CLAIRVOYANCE" ) ) {
1698 }
1699}
static const bionic_id bio_infrared("bio_infrared")
static const std::string flag_FIX_NEARSIGHT("FIX_NEARSIGHT")
static const efftype_id effect_contacts("contacts")
static const trait_id trait_CEPH_EYES("CEPH_EYES")
static const trait_id trait_INFRARED("INFRARED")
static const trait_id trait_LIZ_IR("LIZ_IR")
static const trait_id trait_URSINE_EYE("URSINE_EYE")
static const trait_id trait_MEMBRANE("MEMBRANE")
static const trait_id trait_MYOPIC("MYOPIC")
static const trait_id trait_BIRD_EYE("BIRD_EYE")
static const efftype_id effect_darkness("darkness")
static const bionic_id bio_membrane("bio_membrane")
static const std::string flag_SWIM_GOGGLES("SWIM_GOGGLES")
static const std::string flag_IR_EFFECT("IR_EFFECT")
static const trait_id trait_DEBUG_NIGHTVISION("DEBUG_NIGHTVISION")
static const trait_id trait_PER_SLIME_OK("PER_SLIME_OK")
static const efftype_id effect_no_sight("no_sight")
bool has_nv()
Returns true if the player has some form of night vision.
Definition: character.cpp:3638
int sight_max
Definition: character.h:2178
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
float nv_range_from_per(int per)
Definition: character.cpp:1711
float nv_range_from_eye_encumbrance(int enc)
Definition: character.cpp:1717

References AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_SUPER_CLAIRVOYANCE, bio_infrared, bio_membrane, BIRD_EYE, BOOMERED, bp_eyes, cached_mutations, DARKNESS, DEBUG_NIGHTVISION, effect_boomered, effect_contacts, effect_darkness, effect_in_pit, effect_narcosis, effect_no_sight, encumb(), flag_FIX_NEARSIGHT(), flag_IR_EFFECT(), flag_SWIM_GOGGLES(), get_per(), has_active_bionic(), has_active_mutation(), has_artifact_with(), has_bionic(), Creature::has_effect(), Creature::has_effect_with_flag(), has_nv(), has_trait(), in_sleep_state(), IR_VISION, is_blind(), is_mounted(), Creature::is_underwater(), is_wearing(), itype_rm13_armor_on, MF_MECH_RECON_VISION, mounted_creature, NV_GOGGLES, nv_range, vision::nv_range_from_eye_encumbrance(), vision::nv_range_from_per(), sight_max, trait_BIRD_EYE, trait_CEPH_EYES, trait_DEBUG_NIGHTVISION, trait_INFRARED, trait_LIZ_IR, trait_MEMBRANE, trait_MYOPIC, trait_PER_SLIME, trait_PER_SLIME_OK, trait_SEESLEEP, trait_SHELL2, trait_URSINE_EYE, URSINE_VISION, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, vision_mode_cache, and worn_with_flag().

Referenced by add_bionic(), deactivate_mutation(), environmental_revert_effect(), load(), game::load(), mount_creature(), mutation_spend_resources(), on_item_takeoff(), on_item_wear(), player::player(), remove_bionic(), reset_stats(), set_mutation(), set_underwater(), takeoff(), unset_mutation(), wake_up(), and wear_item().

◆ recalc_speed_bonus()

void Character::recalc_speed_bonus ( )

Calculates the various speed bonuses we will get from mutations, etc.

Definition at line 94 of file character_turn.cpp.

95{
96 // Minus some for weight...
97 int carry_penalty = 0;
98 if( weight_carried() > weight_capacity() && !has_trait( trait_id( "DEBUG_STORAGE" ) ) ) {
99 carry_penalty = 25 * ( weight_carried() - weight_capacity() ) / ( weight_capacity() );
100 }
101 mod_speed_bonus( -carry_penalty );
102
104
107 }
108 // when underweight, you get slower. cumulative with hunger
110
111 for( const auto &maps : *effects ) {
112 for( auto &i : maps.second ) {
113 if( i.second.is_removed() ) {
114 continue;
115 }
116 bool reduced = resists_effect( i.second );
117 mod_speed_bonus( i.second.get_mod( "SPEED", reduced ) );
118 }
119 }
120
121 // add martial arts speed bonus
123
124 // Not sure why Sunlight Dependent is here, but OK
125 // Ectothermic/COLDBLOOD4 is intended to buff folks in the Summer
126 // Threshold-crossing has its charms ;-)
127 if( g != nullptr ) {
128 if( has_trait( trait_SUNLIGHT_DEPENDENT ) && !g->is_in_sunlight( pos() ) ) {
129 mod_speed_bonus( -( g->light_level( posz() ) >= 12 ? 5 : 10 ) );
130 }
131 const float temperature_speed_modifier = mutation_value( "temperature_speed_modifier" );
132 if( temperature_speed_modifier != 0 ) {
133 const auto player_local_temp = get_weather().get_temperature( pos() );
134 if( has_trait( trait_COLDBLOOD4 ) || player_local_temp < 65 ) {
135 mod_speed_bonus( ( player_local_temp - 65 ) * temperature_speed_modifier );
136 }
137 }
138 }
139
141 mod_speed_bonus( 20 );
142 }
144 mod_speed_bonus( -20 );
145 }
146
148
149 float speed_modifier = Character::mutation_value( "speed_modifier" );
150 mod_speed_mult( speed_modifier - 1 );
151
152 if( has_bionic( bio_speed ) ) { // add 10% speed bonus
153 mod_speed_mult( 0.1 );
154 }
155
156 double ench_bonus = enchantment_cache->calc_bonus( enchant_vals::mod::SPEED, get_speed() );
157 mod_speed_bonus( ench_bonus );
158}
int get_speedydex_bonus(const int dex)
Returns value of speedydex bonus if enabled.
Definition: character.cpp:4124
static const trait_id trait_COLDBLOOD4("COLDBLOOD4")
static const trait_id trait_SUNLIGHT_DEPENDENT("SUNLIGHT_DEPENDENT")
static const bionic_id bio_speed("bio_speed")
int mabuff_speed_bonus() const
Returns the speed bonus from martial arts buffs.
virtual void mod_speed_mult(float nspeed)
Definition: creature.cpp:1790
virtual void mod_speed_bonus(int nspeed)
Definition: creature.cpp:1786
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_SPEED_DOWN
Definition: enums.h:137
int get_thirst_speed_penalty(int thirst)
Returns the penalty to speed from thirst.
int get_kcal_speed_penalty(float kcal_percent)
Returns the penalty to speed from starvation.
stat_mod get_pain_penalty(const Character &ch)
Returns the effect of pain on stats.

References AEP_SPEED_DOWN, AEP_SPEED_UP, bio_speed, Creature::effects, enchantment_cache, g, get_dex(), get_kcal_percent(), character_effects::get_kcal_speed_penalty(), character_effects::get_pain_penalty(), get_speed(), get_speedydex_bonus(), weather_manager::get_temperature(), get_thirst(), character_effects::get_thirst_speed_penalty(), get_weather(), has_artifact_with(), has_bionic(), has_trait(), mabuff_speed_bonus(), Creature::mod_speed_bonus(), Creature::mod_speed_mult(), mutation_value(), pos(), posz(), Creature::resists_effect(), stat_mod::speed, enchant_vals::SPEED, trait_COLDBLOOD4, trait_id, trait_SUNLIGHT_DEPENDENT, very_thirsty, weight_capacity(), and weight_carried().

Referenced by reset_stats().

◆ recalculate_enchantment_cache()

void Character::recalculate_enchantment_cache ( )

Definition at line 7834 of file character.cpp.

7835{
7836 // start by resetting the cache
7838
7839 visit_items( [&]( const item * it ) {
7840 for( const enchantment &ench : it->get_enchantments() ) {
7841 if( ench.is_active( *this, *it ) ) {
7842 enchantment_cache->force_add( ench );
7843 }
7844 }
7845 return VisitResponse::NEXT;
7846 } );
7847
7848 // get from traits/ mutations
7849 for( const std::pair<const trait_id, char_trait_data> &mut_map : my_mutations ) {
7850 const mutation_branch &mut = mut_map.first.obj();
7851
7852 for( const enchantment_id &ench_id : mut.enchantments ) {
7853 const enchantment &ench = ench_id.obj();
7854 if( ench.is_active( *this, mut.activated && mut_map.second.powered ) ) {
7855 enchantment_cache->force_add( ench );
7856 }
7857 }
7858 }
7859
7860 for( const bionic &bio : *my_bionics ) {
7861 const bionic_id &bid = bio.id;
7862
7863 for( const enchantment_id &ench_id : bid->enchantments ) {
7864 const enchantment &ench = ench_id.obj();
7865 if( ench.is_active( *this, bio.powered &&
7866 bid->has_flag( STATIC( flag_str_id( "BIONIC_TOGGLED" ) ) ) ) ) {
7867 enchantment_cache->force_add( ench );
7868 }
7869 }
7870 }
7871
7873}
void rebuild_mutation_cache()
Definition: character.cpp:7875
bool is_active(const Character &guy, const item &parent) const
const std::vector< enchantment > & get_enchantments() const
Definition: item.cpp:6978
bool activated
Definition: mutation.h:93

References enchantment_cache, item::get_enchantments(), NEXT, and visitable< Character >::visit_items().

Referenced by activate_bionic(), activate_mutation(), add_bionic(), deactivate_bionic(), deactivate_mutation(), on_mutation_gain(), on_mutation_loss(), remove_bionic(), reset(), update_body(), and avatar_funcs::use_item().

◆ recalculate_size()

void Character::recalculate_size ( )

Recalculate size class of character.

Definition at line 244 of file mutation.cpp.

245{
247 // Only one size-changing mutation is expected, so it will only use the first one it finds.
248 for( const mutation_branch *mut : cached_mutations ) {
249 if( mut->body_size ) {
250 size_class = *mut->body_size;
251 break;
252 }
253 }
254}

References cached_mutations, MS_MEDIUM, and size_class.

Referenced by load(), mutation_effect(), and mutation_loss_effect().

◆ reduce_healing_effect()

int Character::reduce_healing_effect ( const efftype_id eff_id,
int  remove_med,
const bodypart_id hurt 
)

Reduce healing effect intensity, return initial intensity of the effect.

Definition at line 8596 of file character.cpp.

8598{
8599 const body_part hurt_token = hurt->token;
8600 effect &e = get_effect( eff_id, hurt_token );
8601 int intensity = e.get_intensity();
8602 if( remove_med < intensity ) {
8603 if( eff_id == effect_bandaged ) {
8604 add_msg_if_player( m_bad, _( "Bandages on your %s were damaged!" ), body_part_name( hurt_token ) );
8605 } else if( eff_id == effect_disinfected ) {
8606 add_msg_if_player( m_bad, _( "You got some filth on your disinfected %s!" ),
8607 body_part_name( hurt_token ) );
8608 }
8609 } else {
8610 if( eff_id == effect_bandaged ) {
8611 add_msg_if_player( m_bad, _( "Bandages on your %s were destroyed!" ),
8612 body_part_name( hurt_token ) );
8613 } else if( eff_id == effect_disinfected ) {
8614 add_msg_if_player( m_bad, _( "Your %s is no longer disinfected!" ), body_part_name( hurt_token ) );
8615 }
8616 }
8617 e.mod_duration( -6_hours * remove_med );
8618 return intensity;
8619}

References _, Creature::add_msg_if_player(), body_part_name(), effect_bandaged, effect_disinfected, Creature::get_effect(), effect::get_intensity(), m_bad, and effect::mod_duration().

Referenced by apply_damage().

◆ regen()

void Character::regen ( int  rate_multiplier)

Handles passive regeneration of pain and maybe hp.

Definition at line 4557 of file character.cpp.

4558{
4559 int pain_ticks = rate_multiplier;
4560 while( get_pain() > 0 && pain_ticks-- > 0 ) {
4561 mod_pain( -roll_remainder( ( 0.2f + get_pain() / 50.0f ) * ( 1.0f +
4562 mutation_value( "pain_recovery" ) ) ) );
4563 }
4564
4565 float rest = rest_quality();
4566 float heal_rate = healing_rate( rest ) * to_turns<int>( 5_minutes );
4567 if( heal_rate > 0.0f ) {
4568 healall( roll_remainder( rate_multiplier * heal_rate ) );
4569 } else if( heal_rate < 0.0f ) {
4570 int rot_rate = roll_remainder( rate_multiplier * -heal_rate );
4571 // Has to be in loop because some effects depend on rounding
4572 while( rot_rate-- > 0 ) {
4573 hurtall( 1, nullptr, false );
4574 }
4575 }
4576
4577 // include healing effects
4578 for( int i = 0; i < num_hp_parts; i++ ) {
4579 const bodypart_id &bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
4580 float healing = healing_rate_medicine( rest, bp ) * to_turns<int>( 5_minutes );
4581
4582 int healing_apply = roll_remainder( healing );
4583 healed_bp( i, healing_apply );
4584 heal( bp, healing_apply );
4585 if( damage_bandaged[i] > 0 ) {
4586 damage_bandaged[i] -= healing_apply;
4587 if( damage_bandaged[i] <= 0 ) {
4588 damage_bandaged[i] = 0;
4589 remove_effect( effect_bandaged, bp->token );
4590 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4591 }
4592 }
4593 if( damage_disinfected[i] > 0 ) {
4594 damage_disinfected[i] -= healing_apply;
4595 if( damage_disinfected[i] <= 0 ) {
4596 damage_disinfected[i] = 0;
4597 remove_effect( effect_disinfected, bp->token );
4598 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4599 }
4600 }
4601
4602 // remove effects if the limb was healed by other way
4603 if( has_effect( effect_bandaged, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4604 damage_bandaged[i] = 0;
4605 remove_effect( effect_bandaged, bp->token );
4606 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4607 }
4608 if( has_effect( effect_disinfected, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4609 damage_disinfected[i] = 0;
4610 remove_effect( effect_disinfected, bp->token );
4611 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4612 }
4613 }
4614
4615 if( get_rad() > 0 ) {
4616 mod_rad( -roll_remainder( rate_multiplier / 50.0f ) );
4617 }
4618}
float healing_rate(float at_rest_quality) const
Average hit points healed per turn.
Definition: character.cpp:6639
float healing_rate_medicine(float at_rest_quality, const bodypart_id &bp) const
Average hit points healed per turn from healing effects.
Definition: character.cpp:6681
void healed_bp(int bp, int amount)
Definition: character.cpp:7722

References _, Creature::add_msg_if_player(), body_part_name(), convert_bp(), damage_bandaged, damage_disinfected, effect_bandaged, effect_disinfected, Creature::get_pain(), Creature::get_part(), get_rad(), Creature::has_effect(), heal(), healall(), healed_bp(), healing_rate(), healing_rate_medicine(), hp_to_bp(), hurtall(), string_id< T >::id(), mod_pain(), mod_rad(), mutation_value(), num_hp_parts, Creature::remove_effect(), rest_quality(), and roll_remainder().

Referenced by update_body().

◆ rem_addiction()

void Character::rem_addiction ( add_type  type)

Removes an addition from the player.

Definition at line 1921 of file suffer.cpp.

1922{
1923 auto iter = std::find_if( addictions.begin(), addictions.end(),
1924 [type]( const addiction & ad ) {
1925 return ad.type == type;
1926 } );
1927
1928 if( iter != addictions.end() ) {
1929 addictions.erase( iter );
1930 g->events().send<event_type::loses_addiction>( getID(), type );
1931 }
1932}

References addictions, g, getID(), loses_addiction, and type.

Referenced by marloss_common(), iuse::mycus(), and suffer_from_addictions().

◆ rem_morale()

void Character::rem_morale ( const morale_type type)

◆ remove_bionic()

void Character::remove_bionic ( const bionic_id b)

Removes a bionic from my_bionics[].

Definition at line 2688 of file bionics.cpp.

2689{
2690 bionic_collection new_my_bionics;
2691 // any spells you should not forget due to still having a bionic installed that has it.
2692 std::set<spell_id> cbm_spells;
2693 for( bionic &i : *my_bionics ) {
2694 if( b == i.id ) {
2695 continue;
2696 }
2697
2698 // Linked bionics: if either is removed, the other is removed as well.
2699 if( b->is_included( i.id ) || i.id->is_included( b ) ) {
2700 continue;
2701 }
2702
2703 for( const std::pair<const spell_id, int> &spell_pair : i.id->learned_spells ) {
2704 cbm_spells.emplace( spell_pair.first );
2705 }
2706
2707 new_my_bionics.push_back( bionic( i.id, i.invlet ) );
2708 }
2709
2710 // any spells you learn from installing a bionic you forget.
2711 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2712 if( cbm_spells.count( spell_pair.first ) == 0 ) {
2713 magic->forget_spell( spell_pair.first );
2714 }
2715 }
2716
2717 *my_bionics = new_my_bionics;
2720 if( !b->enchantments.empty() ) {
2722 }
2723}

References b, magic, my_bionics, recalc_sight_limits(), recalculate_enchantment_cache(), and reset_encumbrance().

Referenced by perform_install(), perform_uninstall(), and uninstall_bionic().

◆ remove_child_flag()

void Character::remove_child_flag ( const trait_id flag)

Removes the mutation's child flag from the player's list.

Definition at line 1471 of file mutation.cpp.

1472{
1473 for( auto &elem : flag->replacements ) {
1474 const trait_id &tmp = elem;
1475 if( has_trait( tmp ) ) {
1476 remove_mutation( tmp );
1477 return;
1478 } else if( has_child_flag( tmp ) ) {
1479 remove_child_flag( tmp );
1480 return;
1481 }
1482 }
1483}

References has_child_flag(), has_trait(), remove_child_flag(), remove_mutation(), and mutation_branch::replacements.

Referenced by mutate_towards(), and remove_child_flag().

◆ remove_mission_items()

void Character::remove_mission_items ( int  mission_id)

Definition at line 2517 of file character.cpp.

2518{
2519 if( mission_id == -1 ) {
2520 return;
2521 }
2522 remove_items_with( has_mission_item_filter { mission_id } );
2523}

References visitable< Character >::remove_items_with().

◆ remove_mutation()

void Character::remove_mutation ( const trait_id mut,
bool  silent = false 
)

Removes a mutation, downgrading to the previous level if possible.

Definition at line 1313 of file mutation.cpp.

1314{
1315 const auto &mdata = mut.obj();
1316 // Check if there's a prerequisite we should shrink back into
1317 trait_id replacing = trait_id::NULL_ID();
1318 std::vector<trait_id> originals = mdata.prereqs;
1319 for( size_t i = 0; !replacing && i < originals.size(); i++ ) {
1320 trait_id pre = originals[i];
1321 const auto &p = pre.obj();
1322 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1323 if( p.replacements[j] == mut ) {
1324 replacing = pre;
1325 }
1326 }
1327 }
1328
1329 trait_id replacing2 = trait_id::NULL_ID();
1330 std::vector<trait_id> originals2 = mdata.prereqs2;
1331 for( size_t i = 0; !replacing2 && i < originals2.size(); i++ ) {
1332 trait_id pre2 = originals2[i];
1333 const auto &p = pre2.obj();
1334 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1335 if( p.replacements[j] == mut ) {
1336 replacing2 = pre2;
1337 }
1338 }
1339 }
1340
1341 // See if this mutation is canceled by a base trait
1342 //Only if there's no prerequisite to shrink to, thus we're at the bottom of the trait line
1343 if( !replacing ) {
1344 //Check each mutation until we reach the end or find a trait to revert to
1345 for( auto &iter : mutation_branch::get_all() ) {
1346 //See if it's in our list of base traits but not active
1347 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1348 //See if that base trait cancels the mutation we are using
1349 std::vector<trait_id> traitcheck = iter.cancels;
1350 if( !traitcheck.empty() ) {
1351 for( size_t j = 0; !replacing && j < traitcheck.size(); j++ ) {
1352 if( traitcheck[j] == mut ) {
1353 replacing = ( iter.id );
1354 }
1355 }
1356 }
1357 }
1358 if( replacing ) {
1359 break;
1360 }
1361 }
1362 }
1363
1364 // Duplicated for prereq2
1365 if( !replacing2 ) {
1366 //Check each mutation until we reach the end or find a trait to revert to
1367 for( auto &iter : mutation_branch::get_all() ) {
1368 //See if it's in our list of base traits but not active
1369 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1370 //See if that base trait cancels the mutation we are using
1371 std::vector<trait_id> traitcheck = iter.cancels;
1372 if( !traitcheck.empty() ) {
1373 for( size_t j = 0; !replacing2 && j < traitcheck.size(); j++ ) {
1374 if( traitcheck[j] == mut && ( iter.id ) != replacing ) {
1375 replacing2 = ( iter.id );
1376 }
1377 }
1378 }
1379 }
1380 if( replacing2 ) {
1381 break;
1382 }
1383 }
1384 }
1385
1386 // make sure we don't toggle a mutation or trait twice, or it will cancel itself out.
1387 if( replacing == replacing2 ) {
1388 replacing2 = trait_id::NULL_ID();
1389 }
1390
1391 // This should revert back to a removed base trait rather than simply removing the mutation
1392 unset_mutation( mut );
1393
1394 bool mutation_replaced = false;
1395
1396 game_message_type rating;
1397
1398 if( replacing ) {
1399 const auto &replace_mdata = replacing.obj();
1400 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1401 rating = m_mixed;
1402 } else if( replace_mdata.points - mdata.points > 0 ) {
1403 rating = m_good;
1404 } else if( mdata.points - replace_mdata.points > 0 ) {
1405 rating = m_bad;
1406 } else {
1407 rating = m_neutral;
1408 }
1409 if( !silent ) {
1410 add_msg_player_or_npc( rating,
1411 _( "Your %1$s mutation turns into %2$s." ),
1412 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1413 mdata.name(), replace_mdata.name() );
1414 }
1415 set_mutation( replacing );
1416 mutation_replaced = true;
1417 }
1418 if( replacing2 ) {
1419 const auto &replace_mdata = replacing2.obj();
1420 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1421 rating = m_mixed;
1422 } else if( replace_mdata.points - mdata.points > 0 ) {
1423 rating = m_good;
1424 } else if( mdata.points - replace_mdata.points > 0 ) {
1425 rating = m_bad;
1426 } else {
1427 rating = m_neutral;
1428 }
1429 if( !silent ) {
1430 add_msg_player_or_npc( rating,
1431 _( "Your %1$s mutation turns into %2$s." ),
1432 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1433 mdata.name(), replace_mdata.name() );
1434 }
1435 set_mutation( replacing2 );
1436 mutation_replaced = true;
1437 }
1438 if( !mutation_replaced ) {
1439 if( mdata.mixed_effect ) {
1440 rating = m_mixed;
1441 } else if( mdata.points > 0 ) {
1442 rating = m_bad;
1443 } else if( mdata.points < 0 ) {
1444 rating = m_good;
1445 } else {
1446 rating = m_neutral;
1447 }
1448 if( !silent ) {
1449 add_msg_player_or_npc( rating,
1450 _( "You lose your %s mutation." ),
1451 _( "<npcname> loses their %s mutation." ),
1452 mdata.name() );
1453 }
1454 }
1455
1458}
@ silent
Definition: weather_type.h:56

References _, Creature::add_msg_player_or_npc(), drench_mut_calc(), mutation_branch::get_all(), has_base_trait(), has_trait(), m_bad, m_good, m_mixed, m_neutral, string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), set_highest_cat_level(), set_mutation(), silent, and unset_mutation().

Referenced by do_purify(), player::load(), mutate(), mutate_towards(), old_mutate(), perform_install(), iuse::purify_iv(), iuse::purify_smart(), remove_child_flag(), and debug_menu::wishmutate().

◆ remove_weapon()

◆ remove_worn_items_with()

std::list< item > Character::remove_worn_items_with ( std::function< bool(item &)>  filter)

Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked).

If the filter function returns true, the item is removed.

Definition at line 2283 of file character.cpp.

2284{
2285 std::list<item> result;
2286 for( auto iter = worn.begin(); iter != worn.end(); ) {
2287 if( filter( *iter ) ) {
2288 iter->on_takeoff( *this );
2289 result.splice( result.begin(), worn, iter++ );
2290 } else {
2291 ++iter;
2292 }
2293 }
2294 return result;
2295}

References worn.

Referenced by mutation_effect(), and process_items().

◆ reset()

void Character::reset ( )
overridevirtual

Handles stat and bonus reset.

Reimplemented from Creature.

Definition at line 3631 of file character.cpp.

3632{
3634 // TODO: Move reset_stats here, remove it from Creature
3636}
virtual void reset()
Handles stat and bonus reset.
Definition: creature.cpp:121

References recalculate_enchantment_cache(), and Creature::reset().

Referenced by activate_bionic(), deactivate_bionic(), game::load(), and set_stats().

◆ reset_bonuses()

void Character::reset_bonuses ( )
overridevirtual

Resets the value of all bonus fields to 0.

Reimplemented from Creature.

Definition at line 4534 of file character.cpp.

4535{
4536 // Reset all bonuses to 0 and multipliers to 1.0
4537 str_bonus = 0;
4538 dex_bonus = 0;
4539 per_bonus = 0;
4540 int_bonus = 0;
4541
4543}
virtual void reset_bonuses()
Resets the value of all bonus fields to 0.
Definition: creature.cpp:135

References dex_bonus, int_bonus, per_bonus, Creature::reset_bonuses(), and str_bonus.

◆ reset_chargen_attributes()

void Character::reset_chargen_attributes ( )

Definition at line 6755 of file character.cpp.

6756{
6757 init_age = 25;
6758 init_height = 175;
6759}

References init_age, and init_height.

◆ reset_encumbrance()

◆ reset_remote_fuel()

void Character::reset_remote_fuel ( )

Definition at line 1523 of file bionics.cpp.

1524{
1525 if( get_bionic_fueled_with( item( fuel_type_sun_light ) ).empty() ) {
1526 remove_value( "sunlight" );
1527 }
1528 remove_value( "rem_battery" );
1529}

References fuel_type_sun_light, get_bionic_fueled_with(), and Creature::remove_value().

Referenced by iuse::cable_attach(), and deactivate_bionic().

◆ reset_stats()

void Character::reset_stats ( )
overridevirtual

Resets stats, and applies effects in an idempotent manner.

Implements Creature.

Definition at line 571 of file character_turn.cpp.

572{
573 const int current_stim = get_stim();
574
575 // Trait / mutation buffs
577 add_miss_reason( _( "Your thick scales get in the way." ), 2 );
578 }
580 add_miss_reason( _( "Your chitin gets in the way." ), 1 );
581 }
583 mod_per_bonus( 2 );
584 }
586 add_miss_reason( _( "Your insect limbs get in the way." ), 2 );
587 }
589 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
590 mod_dex_bonus( 1 );
591 } else {
592 mod_dex_bonus( -1 );
593 add_miss_reason( _( "Your clothing restricts your insect arms." ), 1 );
594 }
595 }
596 if( has_trait( trait_WEBBED ) ) {
597 add_miss_reason( _( "Your webbed hands get in the way." ), 1 );
598 }
600 add_miss_reason( _( "Your arachnid limbs get in the way." ), 4 );
601 }
603 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
604 mod_dex_bonus( 2 );
605 } else if( !exclusive_flag_coverage( "OVERSIZE" ).test( bp_torso ) ) {
606 mod_dex_bonus( -2 );
607 add_miss_reason( _( "Your clothing constricts your arachnid limbs." ), 2 );
608 }
609 }
610 const auto set_fake_effect_dur = [this]( const efftype_id & type, const time_duration & dur ) {
611 effect &eff = get_effect( type );
612 if( eff.get_duration() == dur ) {
613 return;
614 }
615
616 if( eff.is_null() && dur > 0_turns ) {
617 add_effect( type, dur, num_bp );
618 } else if( dur > 0_turns ) {
619 eff.set_duration( dur );
620 } else {
622 }
623 };
624 // Painkiller
625 set_fake_effect_dur( effect_pkill, 1_turns * get_painkiller() );
626
627 // Pain
628 if( get_perceived_pain() > 0 ) {
629 const stat_mod ppen = character_effects::get_pain_penalty( *this );
630 mod_str_bonus( -ppen.strength );
631 mod_dex_bonus( -ppen.dexterity );
633 mod_per_bonus( -ppen.perception );
634 if( ppen.dexterity > 0 ) {
635 add_miss_reason( _( "Your pain distracts you!" ), static_cast<unsigned>( ppen.dexterity ) );
636 }
637 }
638
639 // Radiation
640 set_fake_effect_dur( effect_irradiated, 1_turns * get_rad() );
641 // Morale
642 const int morale = get_morale_level();
643 set_fake_effect_dur( effect_happy, 1_turns * morale );
644 set_fake_effect_dur( effect_sad, 1_turns * -morale );
645
646 // Stimulants
647 set_fake_effect_dur( effect_stim, 1_turns * current_stim );
648 set_fake_effect_dur( effect_depressants, 1_turns * -current_stim );
649 if( has_trait( trait_STIMBOOST ) ) {
650 set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 60 ) );
651 } else {
652 set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 30 ) );
653 }
654 // Starvation
655 if( get_kcal_percent() < 0.95f ) {
656 // kcal->percentage of base str
657 static const std::vector<std::pair<float, float>> starv_thresholds = { {
658 std::make_pair( 0.0f, 0.5f ),
659 std::make_pair( 0.8f, 0.1f ),
660 std::make_pair( 0.95f, 0.0f )
661 }
662 };
663
664 const int str_penalty = std::floor( multi_lerp( starv_thresholds, get_kcal_percent() ) );
665 add_miss_reason( _( "You're weak from hunger." ),
666 static_cast<unsigned>( str_penalty / 2 ) );
667 mod_str_bonus( -str_penalty );
668 mod_dex_bonus( -( str_penalty / 2 ) );
669 mod_int_bonus( -( str_penalty / 2 ) );
670 }
671 // Thirst
672 set_fake_effect_dur( effect_thirsty, 1_turns * ( get_thirst() - thirst_levels::very_thirsty ) );
674 set_fake_effect_dur( effect_sleep_deprived, 1_turns * get_sleep_deprivation() );
675 } else if( has_effect( effect_sleep_deprived ) ) {
677 }
678
679 // Dodge-related effects
681 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) / 20.0f - encumb( bp_torso ) / 10.0f );
682 // Whiskers don't work so well if they're covered
683 if( has_trait( trait_WHISKERS ) && !wearing_something_on( bodypart_id( "mouth" ) ) ) {
684 mod_dodge_bonus( 1.5 );
685 }
687 mod_dodge_bonus( 3 );
688 }
689 // depending on mounts size, attacks will hit the mount and use their dodge rating.
690 // if they hit the player, the player cannot dodge as effectively.
691 if( is_mounted() ) {
692 mod_dodge_bonus( -4 );
693 }
694 // Spider hair is basically a full-body set of whiskers, once you get the brain for it
696 static const std::array<bodypart_id, 5> parts{ { bodypart_id( "head" ), bodypart_id( "arm_r" ), bodypart_id( "arm_l" ), bodypart_id( "leg_r" ), bodypart_id( "leg_l" ) } };
697 for( const bodypart_id &bp : parts ) {
698 if( !wearing_something_on( bp ) ) {
699 mod_dodge_bonus( +1 );
700 }
701 }
702 // Torso handled separately, bigger bonus
703 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
704 mod_dodge_bonus( 4 );
705 }
706 }
707
708 // Apply static martial arts buffs
709 martial_arts_data->ma_static_effects( *this );
710
711 if( calendar::once_every( 1_minutes ) ) {
713 }
714
715 // Effects
716 for( const auto &maps : *effects ) {
717 for( auto i : maps.second ) {
718 const auto &it = i.second;
719 if( it.is_removed() ) {
720 continue;
721 }
722 bool reduced = resists_effect( it );
723 mod_str_bonus( it.get_mod( "STR", reduced ) );
724 mod_dex_bonus( it.get_mod( "DEX", reduced ) );
725 mod_per_bonus( it.get_mod( "PER", reduced ) );
726 mod_int_bonus( it.get_mod( "INT", reduced ) );
727 }
728 }
729
730 // Bionic buffs
732 mod_str_bonus( 20 );
733 }
734
739
740 // Trait / mutation buffs
741 mod_str_bonus( std::floor( mutation_value( "str_modifier" ) ) );
742 mod_dodge_bonus( std::floor( mutation_value( "dodge_modifier" ) ) );
743
745
746 nv_cached = false;
747
748 // Reset our stats to normal levels
749 // Any persistent buffs/debuffs will take place in effects,
750 // player::suffer(), etc.
751
752 // repopulate the stat fields
757
758 // Floor for our stats. No stat changes should occur after this!
759 if( dex_cur < 0 ) {
760 dex_cur = 0;
761 }
762 if( str_cur < 0 ) {
763 str_cur = 0;
764 }
765 if( per_cur < 0 ) {
766 per_cur = 0;
767 }
768 if( int_cur < 0 ) {
769 int_cur = 0;
770 }
771
774}
float multi_lerp(const std::vector< std::pair< float, float > > &points, float x)
From points, finds p1 and p2 such that p1.first < x < p2.first Then linearly interpolates between p1....
static const efftype_id effect_sad("sad")
static const efftype_id effect_pkill("pkill")
static const trait_id trait_ARACHNID_ARMS("ARACHNID_ARMS")
static const trait_id trait_THICK_SCALES("THICK_SCALES")
static const trait_id trait_COMPOUND_EYES("COMPOUND_EYES")
static const trait_id trait_WEBBED("WEBBED")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_irradiated("irradiated")
static const trait_id trait_CHITIN3("CHITIN3")
static const trait_id trait_CHITIN2("CHITIN2")
static const trait_id trait_STIMBOOST("STIMBOOST")
static const trait_id trait_CHITIN_FUR3("CHITIN_FUR3")
static const trait_id trait_WHISKERS("WHISKERS")
static const efftype_id effect_thirsty("thirsty")
static const trait_id trait_WHISKERS_RAT("WHISKERS_RAT")
static const trait_id trait_INSECT_ARMS_OK("INSECT_ARMS_OK")
static const trait_id trait_ARACHNID_ARMS_OK("ARACHNID_ARMS_OK")
static const efftype_id effect_stim_overdose("stim_overdose")
static const efftype_id effect_stim("stim")
static const efftype_id effect_happy("happy")
static const efftype_id effect_depressants("depressants")
static const efftype_id effect_sleep_deprived("sleep_deprived")
static const trait_id trait_INSECT_ARMS("INSECT_ARMS")
virtual int get_str_bonus() const
Definition: character.cpp:4107
virtual int get_int_bonus() const
Definition: character.cpp:4119
int get_mod_stat_from_bionic(const character_stat &Stat) const
Get stat bonus from bionic.
Definition: character.cpp:2104
float mabuff_dodge_bonus() const
Returns the dodge bonus from martial arts buffs.
virtual int get_per_bonus() const
Definition: character.cpp:4115
void apply_skill_boost()
Applies skill-based boosts to stats.
Definition: character.cpp:3554
void recalc_speed_bonus()
Calculates the various speed bonuses we will get from mutations, etc.
virtual int get_dex_bonus() const
Definition: character.cpp:4111
virtual void mod_dodge_bonus(float ndodge)
Definition: creature.cpp:1794
void update_mental_focus(Character &who)
Uses calc_focus_change to update the player's current focus.

References _, Creature::add_effect(), add_miss_reason(), apply_skill_boost(), bio_hydraulics, bp_leg_l, bp_leg_r, bp_torso, dex_cur, dex_max, stat_mod::dexterity, DEXTERITY, effect_depressants, effect_happy, effect_irradiated, effect_pkill, effect_sad, effect_sleep_deprived, effect_stim, effect_stim_overdose, effect_thirsty, Creature::effects, encumb(), exclusive_flag_coverage(), get_dex_bonus(), effect::get_duration(), Creature::get_effect(), get_int_bonus(), get_kcal_percent(), get_mod_stat_from_bionic(), get_morale_level(), character_effects::get_pain_penalty(), get_painkiller(), get_per_bonus(), get_perceived_pain(), get_rad(), get_sleep_deprivation(), get_stim(), get_str_bonus(), get_thirst(), harmless, has_active_bionic(), Creature::has_effect(), has_trait(), int_cur, int_max, stat_mod::intelligence, INTELLIGENCE, is_mounted(), effect::is_null(), mabuff_dodge_bonus(), martial_arts_data, mod_dex_bonus(), Creature::mod_dodge_bonus(), mod_int_bonus(), mod_per_bonus(), mod_str_bonus(), morale, multi_lerp(), mutation_value(), num_bp, nv_cached, calendar::once_every(), per_cur, per_max, stat_mod::perception, PERCEPTION, recalc_sight_limits(), recalc_speed_bonus(), Creature::remove_effect(), Creature::resists_effect(), effect::set_duration(), str_cur, str_max, stat_mod::strength, STRENGTH, trait_ARACHNID_ARMS, trait_ARACHNID_ARMS_OK, trait_CHITIN2, trait_CHITIN3, trait_CHITIN_FUR3, trait_COMPOUND_EYES, trait_INSECT_ARMS, trait_INSECT_ARMS_OK, trait_STIMBOOST, trait_THICK_SCALES, trait_WEBBED, trait_WHISKERS, trait_WHISKERS_RAT, type, character_funcs::update_mental_focus(), very_thirsty, and wearing_something_on().

Referenced by debug_menu::character_edit_menu().

◆ rest_quality()

float Character::rest_quality ( ) const

Returns >0 if character is sitting/lying and relatively inactive.

1 represents sleep on comfortable bed, so anything above that should be rare.

Definition at line 6431 of file character.cpp.

6432{
6433 // Just a placeholder for now.
6434 // TODO: Waiting/reading/being unconscious on bed/sofa/grass
6435 return has_effect( effect_sleep ) ? 1.0f : 0.0f;
6436}

References effect_sleep, and Creature::has_effect().

Referenced by mend(), and regen().

◆ restore_scent()

void Character::restore_scent ( )

restore scent after masked_scent effect run out or is removed by water

Definition at line 8741 of file character.cpp.

8742{
8743 const std::string prev_scent = get_value( "prev_scent" );
8744 if( !prev_scent.empty() ) {
8746 set_type_of_scent( scenttype_id( prev_scent ) );
8747 remove_value( "prev_scent" );
8748 remove_value( "waterproof_scent" );
8749 add_msg_if_player( m_info, _( "You smell like yourself again." ) );
8750 }
8751}
static const efftype_id effect_masked_scent("masked_scent")
void set_type_of_scent(const scenttype_id &id)
Definition: character.cpp:8731
string_id< scent_type > scenttype_id
Definition: type_id.h:42

References _, Creature::add_msg_if_player(), effect_masked_scent, Creature::get_value(), m_info, Creature::remove_effect(), Creature::remove_value(), and set_type_of_scent().

Referenced by drench(), and process_turn().

◆ resume_backlog_activity()

void Character::resume_backlog_activity ( )

Definition at line 9241 of file character.cpp.

9242{
9243 if( !backlog.empty() && backlog.front().auto_resume ) {
9244 activity = backlog.front();
9245 backlog.pop_front();
9246 }
9247}

References activity, and backlog.

Referenced by game::cancel_activity_query(), and player_activity::do_turn().

◆ roll_all_damage()

void Character::roll_all_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds all 3 types of physical damage to instance.

Definition at line 383 of file melee.cpp.

385{
386 roll_bash_damage( crit, di, average, weap );
387 roll_cut_damage( crit, di, average, weap );
388 roll_stab_damage( crit, di, average, weap );
389}
void roll_stab_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total stab damage to the damage instance.
Definition: melee.cpp:1079
void roll_bash_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total bash damage to the damage instance.
Definition: melee.cpp:901
void roll_cut_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total cut damage to the damage instance.
Definition: melee.cpp:1005

References roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

Referenced by item::combat_info(), item::effective_dps(), and melee_attack().

◆ roll_bash_damage()

void Character::roll_bash_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total bash damage to the damage instance.

Strength increases bashing damage Strength increases bashing damage Unarmed caps bash damage with unarmed weapons Bashing caps bash damage with bashing weapons Strength boosts low cap on bashing damage

Definition at line 901 of file melee.cpp.

903{
904 float bash_dam = 0.0f;
905
906 const bool unarmed = weap.is_unarmed_weapon();
907 int skill = get_skill_level( unarmed ? skill_unarmed : skill_bashing );
908 if( has_active_bionic( bio_cqb ) ) {
909 skill = BIO_CQB_LEVEL;
910 }
911
912 const int stat = get_str();
913 /** @EFFECT_STR increases bashing damage */
914 float stat_bonus = bonus_damage( !average );
915 stat_bonus += mabuff_damage_bonus( DT_BASH );
916
917 // Drunken Master damage bonuses
919 // Remember, a single drink gives 600 levels of "drunk"
920 int mindrunk = 0;
921 int maxdrunk = 0;
922 const time_duration drunk_dur = get_effect_dur( effect_drunk );
923 if( unarmed ) {
924 mindrunk = drunk_dur / 1_hours;
925 maxdrunk = drunk_dur / 25_minutes;
926 } else {
927 mindrunk = drunk_dur / 90_minutes;
928 maxdrunk = drunk_dur / 40_minutes;
929 }
930
931 bash_dam += average ? ( mindrunk + maxdrunk ) * 0.5f : rng( mindrunk, maxdrunk );
932 }
933
934 if( unarmed ) {
935 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
936 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
937 weap.is_null();
938 if( left_empty || right_empty ) {
939 float per_hand = 0.0f;
940 for( const trait_id &mut : get_mutations() ) {
941 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
942 continue;
943 }
944 float unarmed_bonus = 0.0f;
945 const int bash_bonus = mut->bash_dmg_bonus;
946 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && bash_bonus > 0 ) {
947 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
948 }
949 per_hand += bash_bonus + unarmed_bonus;
950 const std::pair<int, int> rand_bash = mut->rand_bash_bonus;
951 per_hand += average ? ( rand_bash.first + rand_bash.second ) / 2.0f : rng( rand_bash.first,
952 rand_bash.second );
953 }
954 bash_dam += per_hand; // First hand
955 if( left_empty && right_empty ) {
956 // Second hand
957 bash_dam += per_hand;
958 }
959 }
960
961 }
962
963 /** @EFFECT_STR increases bashing damage */
964 float weap_dam = weap.damage_melee( DT_BASH ) + stat_bonus;
965 /** @EFFECT_UNARMED caps bash damage with unarmed weapons */
966
967 /** @EFFECT_BASHING caps bash damage with bashing weapons */
968 float bash_cap = 2 * stat + 2 * skill;
969 float bash_mul = 1.0f;
970
971 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
972 if( skill < 5 ) {
973 bash_mul = 0.8 + 0.08 * skill;
974 } else {
975 bash_mul = 0.96 + 0.04 * skill;
976 }
977
978 if( bash_cap < weap_dam && !weap.is_null() ) {
979 // If damage goes over cap due to low stats/skills,
980 // scale the post-armor damage down halfway between damage and cap
981 bash_mul *= ( 1.0f + ( bash_cap / weap_dam ) ) / 2.0f;
982 }
983
984 /** @EFFECT_STR boosts low cap on bashing damage */
985 const float low_cap = std::min( 1.0f, stat / 20.0f );
986 const float bash_min = low_cap * weap_dam;
987 weap_dam = average ? ( bash_min + weap_dam ) * 0.5f : rng_float( bash_min, weap_dam );
988
989 bash_dam += weap_dam;
990 bash_mul *= mabuff_damage_mult( DT_BASH );
991
992 float armor_mult = 1.0f;
993 int arpen = mabuff_arpen_bonus( DT_BASH );
994
995 // Finally, extra critical effects
996 if( crit ) {
997 bash_mul *= 1.5f;
998 // 50% armor penetration
999 armor_mult = 0.5f;
1000 }
1001
1002 di.add_damage( DT_BASH, bash_dam, arpen, armor_mult, bash_mul );
1003}
int mabuff_arpen_bonus(damage_type type) const
Returns the arpen bonus from martial arts buffs.
float bonus_damage(bool random) const
Returns the bonus bashing damage the player deals based on their stats.
Definition: melee.cpp:891
bool natural_attack_restricted_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body_part, ignoring items with the ...
Definition: character.cpp:1771
int mabuff_damage_bonus(damage_type type) const
Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.
float mabuff_damage_mult(damage_type type) const
Returns the damage multiplier to given type from martial arts buffs.
static const efftype_id effect_drunk("drunk")
static const trait_id trait_DRUNKEN("DRUNKEN")
static const skill_id skill_bashing("bashing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bonus_damage(), item::damage_melee(), DT_BASH, effect_drunk, Creature::get_effect_dur(), get_mutations(), get_skill_level(), get_str(), has_active_bionic(), has_active_mutation(), Creature::has_effect(), has_trait(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), rng_float(), skill_bashing, skill_unarmed, and trait_DRUNKEN.

Referenced by roll_all_damage().

◆ roll_cut_damage()

void Character::roll_cut_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total cut damage to the damage instance.

Cutting increases cutting damage multiplier

Definition at line 1005 of file melee.cpp.

1007{
1008 float cut_dam = mabuff_damage_bonus( DT_CUT ) + weap.damage_melee( DT_CUT );
1009 float cut_mul = 1.0f;
1010
1011 int cutting_skill = get_skill_level( skill_cutting );
1012
1013 if( has_active_bionic( bio_cqb ) ) {
1014 cutting_skill = BIO_CQB_LEVEL;
1015 }
1016
1017 if( weap.is_unarmed_weapon() ) {
1018 // TODO: 1-handed weapons that aren't unarmed attacks
1019 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1020 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1021 weap.is_null();
1022 if( left_empty || right_empty ) {
1023 float per_hand = 0.0f;
1024 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1025 per_hand += 2;
1026 }
1027
1028 for( const trait_id &mut : get_mutations() ) {
1029 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
1030 continue;
1031 }
1032 float unarmed_bonus = 0.0f;
1033 const int cut_bonus = mut->cut_dmg_bonus;
1034 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && cut_bonus > 0 ) {
1035 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
1036 }
1037 per_hand += cut_bonus + unarmed_bonus;
1038 const std::pair<int, int> rand_cut = mut->rand_cut_bonus;
1039 per_hand += average ? ( rand_cut.first + rand_cut.second ) / 2.0f : rng( rand_cut.first,
1040 rand_cut.second );
1041 }
1042 // TODO: add acidproof check back to slime hands (probably move it elsewhere)
1043
1044 cut_dam += per_hand; // First hand
1045 if( left_empty && right_empty ) {
1046 // Second hand
1047 cut_dam += per_hand;
1048 }
1049 }
1050 }
1051
1052 if( cut_dam <= 0.0f ) {
1053 return; // No negative damage!
1054 }
1055
1056 int arpen = 0;
1057 float armor_mult = 1.0f;
1058
1059 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
1060 /** @EFFECT_CUTTING increases cutting damage multiplier */
1061 if( cutting_skill < 5 ) {
1062 cut_mul *= 0.8 + 0.08 * cutting_skill;
1063 } else {
1064 cut_mul *= 0.96 + 0.04 * cutting_skill;
1065 }
1066
1067 arpen += mabuff_arpen_bonus( DT_CUT );
1068
1069 cut_mul *= mabuff_damage_mult( DT_CUT );
1070 if( crit ) {
1071 cut_mul *= 1.25f;
1072 arpen += 5;
1073 armor_mult = 0.75f; //25% armor penetration
1074 }
1075
1076 di.add_damage( DT_CUT, cut_dam, arpen, armor_mult, cut_mul );
1077}
static const skill_id skill_cutting("cutting")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_CUT, get_mutations(), get_skill_level(), has_active_bionic(), has_active_mutation(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), skill_cutting, and skill_unarmed.

Referenced by roll_all_damage().

◆ roll_stab_damage()

void Character::roll_stab_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total stab damage to the damage instance.

Stabbing increases stabbing damage multiplier

Definition at line 1079 of file melee.cpp.

1081{
1082 float stab_dam = mabuff_damage_bonus( DT_STAB ) + weap.damage_melee( DT_STAB );
1083
1084 int unarmed_skill = get_skill_level( skill_unarmed );
1085 int stabbing_skill = get_skill_level( skill_stabbing );
1086
1087 if( has_active_bionic( bio_cqb ) ) {
1088 stabbing_skill = BIO_CQB_LEVEL;
1089 }
1090
1091 if( weap.is_unarmed_weapon() ) {
1092 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1093 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1094 weap.is_null();
1095 if( left_empty || right_empty ) {
1096 float per_hand = 0.0f;
1097
1098 for( const trait_id &mut : get_mutations() ) {
1099 int stab_bonus = mut->pierce_dmg_bonus;
1100 int unarmed_bonus = 0;
1101 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && stab_bonus > 0 ) {
1102 unarmed_bonus = std::min( unarmed_skill / 2, 4 );
1103 }
1104
1105 per_hand += stab_bonus + unarmed_bonus;
1106 }
1107
1108 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1109 per_hand += 2;
1110 }
1111
1112 stab_dam += per_hand; // First hand
1113 if( left_empty && right_empty ) {
1114 // Second hand
1115 stab_dam += per_hand;
1116 }
1117 }
1118 }
1119
1120 if( stab_dam <= 0 ) {
1121 return; // No negative stabbing!
1122 }
1123
1124 float stab_mul = 1.0f;
1125 // 66%, 76%, 86%, 96%, 106%, 116%, 122%, 128%, 134%, 140%
1126 /** @EFFECT_STABBING increases stabbing damage multiplier */
1127 if( stabbing_skill <= 5 ) {
1128 stab_mul = 0.66 + 0.1 * stabbing_skill;
1129 } else {
1130 stab_mul = 0.86 + 0.06 * stabbing_skill;
1131 }
1132 int arpen = mabuff_arpen_bonus( DT_STAB );
1133 stab_mul *= mabuff_damage_mult( DT_STAB );
1134 float armor_mult = 1.0f;
1135
1136 if( crit ) {
1137 // Critical damage bonus for stabbing scales with skill
1138 stab_mul *= 1.0 + ( stabbing_skill / 10.0 );
1139 // Stab criticals have extra %arpen
1140 armor_mult = 0.66f;
1141 }
1142
1143 di.add_damage( DT_STAB, stab_dam, arpen, armor_mult, stab_mul );
1144}

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_STAB, get_mutations(), get_skill_level(), has_active_bionic(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), skill_stabbing, and skill_unarmed.

Referenced by roll_all_damage().

◆ rooted()

void Character::rooted ( )

Definition at line 8819 of file character.cpp.

8821{
8822 double shoe_factor = footwear_factor();
8823 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8824 get_map().has_flag( flag_PLOWABLE, pos() ) && shoe_factor != 1.0 ) {
8825 if( one_in( 96 ) ) {
8826 vitamin_mod( vitamin_id( "iron" ), 1, true );
8827 vitamin_mod( vitamin_id( "calcium" ), 1, true );
8828 }
8829 if( get_thirst() <= thirst_levels::turgid && x_in_y( 75, 425 ) ) {
8830 mod_thirst( -1 );
8831 }
8832 mod_healthy_mod( 5, 50 );
8833 }
8834}
static const std::string flag_PLOWABLE("PLOWABLE")
int vitamin_mod(const vitamin_id &vit, int qty, bool capped=true)
Add or subtract vitamins from character storage pools.
string_id< vitamin > vitamin_id
Definition: type_id.h:190

References flag_PLOWABLE(), footwear_factor(), get_map(), get_thirst(), Creature::has_flag(), has_trait(), mod_healthy_mod(), mod_thirst(), one_in(), pos(), trait_ROOTS2, trait_ROOTS3, turgid, vitamin_mod(), and x_in_y().

Referenced by player_activity::do_turn().

◆ rooted_message()

void Character::rooted_message ( ) const

Handles rooting effects.

Definition at line 8809 of file character.cpp.

8810{
8811 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
8812 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8814 !wearing_shoes ) {
8815 add_msg( m_info, _( "You sink your roots into the soil." ) );
8816 }
8817}

References _, add_msg(), flag_PLOWABLE(), get_map(), Creature::has_flag(), has_trait(), is_wearing_shoes(), LEFT, m_info, pos(), RIGHT, trait_ROOTS2, and trait_ROOTS3.

Referenced by player_activity::start_or_resume().

◆ run_cost()

int Character::run_cost ( int  base_cost,
bool  diag = false 
) const

Returns the player's modified base movement cost.

Definition at line 10000 of file character.cpp.

10001{
10002 float movecost = static_cast<float>( base_cost );
10003 if( diag ) {
10004 movecost *= 0.7071f; // because everything here assumes 100 is base
10005 }
10006 const bool flatground = movecost < 105;
10007 map &here = get_map();
10008 // The "FLAT" tag includes soft surfaces, so not a good fit.
10009 const bool on_road = flatground && here.has_flag( "ROAD", pos() );
10010 const bool on_fungus = here.has_flag_ter_or_furn( "FUNGUS", pos() );
10011
10012 if( !is_mounted() ) {
10013 if( movecost > 100 ) {
10014 movecost *= mutation_value( "movecost_obstacle_modifier" );
10015 if( movecost < 100 ) {
10016 movecost = 100;
10017 }
10018 }
10019 if( has_trait( trait_M_IMMUNE ) && on_fungus ) {
10020 if( movecost > 75 ) {
10021 // Mycal characters are faster on their home territory, even through things like shrubs
10022 movecost = 75;
10023 }
10024 }
10025
10026 // Linearly increase move cost relative to individual leg hp.
10027 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_l" ) ) ) /
10028 static_cast<float>( get_part_hp_max( bodypart_id( "leg_l" ) ) ) );
10029 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_r" ) ) ) /
10030 static_cast<float>( get_part_hp_max( bodypart_id( "leg_r" ) ) ) );
10031 movecost *= mutation_value( "movecost_modifier" );
10032 if( flatground ) {
10033 movecost *= mutation_value( "movecost_flatground_modifier" );
10034 }
10036 movecost *= .9f;
10037 }
10039 movecost *= ( move_mode == CMM_RUN ? 0.75f : 0.9f );
10040 } else if( has_bionic( bio_jointservo ) ) {
10041 movecost *= 0.95f;
10042 }
10043
10044 if( worn_with_flag( "SLOWS_MOVEMENT" ) ) {
10045 movecost *= 1.1f;
10046 }
10047 if( worn_with_flag( "FIN" ) ) {
10048 movecost *= 1.5f;
10049 }
10050 if( worn_with_flag( "ROLLER_INLINE" ) ) {
10051 if( on_road ) {
10052 movecost *= 0.5f;
10053 } else {
10054 movecost *= 1.5f;
10055 }
10056 }
10057 // Quad skates might be more stable than inlines,
10058 // but that also translates into a slower speed when on good surfaces.
10059 if( worn_with_flag( "ROLLER_QUAD" ) ) {
10060 if( on_road ) {
10061 movecost *= 0.7f;
10062 } else {
10063 movecost *= 1.3f;
10064 }
10065 }
10066 // Skates with only one wheel (roller shoes) are fairly less stable
10067 // and fairly slower as well
10068 if( worn_with_flag( "ROLLER_ONE" ) ) {
10069 if( on_road ) {
10070 movecost *= 0.85f;
10071 } else {
10072 movecost *= 1.1f;
10073 }
10074 }
10075
10076 movecost +=
10077 ( ( encumb( bp_foot_l ) + encumb( bp_foot_r ) ) * 2.5 +
10078 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) * 1.5 ) / 10;
10079
10080 // ROOTS3 does slow you down as your roots are probing around for nutrients,
10081 // whether you want them to or not. ROOTS1 is just too squiggly without shoes
10082 // to give you some stability. Plants are a bit of a slow-mover. Deal.
10083 if( has_trait( trait_ROOTS3 ) && here.has_flag( "DIGGABLE", pos() ) ) {
10084 movecost += 10 * footwear_factor();
10085 }
10086
10088 movecost /= stamina_move_cost_modifier();
10089
10090 if( movecost < 20.0 ) {
10091 movecost = 20.0;
10092 }
10093 }
10094
10095 if( diag ) {
10096 movecost *= M_SQRT2;
10097 }
10098
10099 return static_cast<int>( movecost );
10100}
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const trait_id trait_PADDED_FEET("PADDED_FEET")
static const bionic_id bio_jointservo("bio_jointservo")
#define M_SQRT2
Definition: math_defines.h:29

References bio_jointservo, bonus_from_enchantments(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, CMM_RUN, encumb(), footwear_factor(), get_map(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), has_active_bionic(), has_bionic(), map::has_flag(), map::has_flag_ter_or_furn(), has_trait(), is_mounted(), M_SQRT2, enchant_vals::MOVE_COST, move_mode, mutation_value(), pos(), stamina_move_cost_modifier(), trait_M_IMMUNE, trait_PADDED_FEET, trait_ROOTS3, and worn_with_flag().

Referenced by draw_speed_tab(), npc::move_to(), speed_description(), speed_rating(), npc::speed_rating(), and game::walk_move().

◆ rust_rate()

int Character::rust_rate ( ) const

Returns the player's skill rust rate.

Intelligence reduces skill rust by 10% per level above 8

Definition at line 3379 of file character.cpp.

3380{
3381 const std::string &rate_option = get_option<std::string>( "SKILL_RUST" );
3382 if( rate_option == "off" ) {
3383 return 0;
3384 }
3385
3386 // Stat window shows stat effects on based on current stat
3387 int intel = get_int();
3388 /** @EFFECT_INT reduces skill rust by 10% per level above 8 */
3389 int ret = ( ( rate_option == "vanilla" || rate_option == "capped" ) ?
3390 100 : 100 + 10 * ( intel - 8 ) );
3391
3392 ret *= mutation_value( "skill_rust_multiplier" );
3393
3394 if( ret < 0 ) {
3395 ret = 0;
3396 }
3397
3398 return ret;
3399}

References get_int(), mutation_value(), and cata::hash64_detail::ret.

Referenced by do_skill_rust(), draw_stats_info(), and set_stats().

◆ scored_crit()

bool Character::scored_crit ( float  target_dodge,
const item weap 
) const

Returns true if the player scores a critical hit.

Definition at line 755 of file melee.cpp.

756{
757 return rng_float( 0, 1.0 ) < crit_chance( hit_roll(), target_dodge, weap );
758}
double crit_chance(float roll_hit, float target_dodge, const item &weap) const
Returns the chance to critical given a hit roll and target's dodge roll.
Definition: melee.cpp:768

References crit_chance(), hit_roll(), and rng_float().

Referenced by melee_attack().

◆ sees() [1/2]

bool Character::sees ( const Creature critter) const
overridevirtual

The functions check whether this creature can see the target.

The target may either be another creature (critter), or a specific point on the map.

The function that take another creature as input should check visibility of that creature (e.g. not digging, or otherwise invisible). They must than check whether the location of the other monster is visible.

Reimplemented from Creature.

Definition at line 10425 of file character.cpp.

10426{
10427 // This handles only the player/npc specific stuff (monsters don't have traits or bionics).
10428 const int dist = rl_dist( pos(), critter.pos() );
10429 if( dist <= 3 && has_active_mutation( trait_ANTENNAE ) ) {
10430 return true;
10431 }
10432
10433 return Creature::sees( critter );
10434}
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:204

References has_active_mutation(), Creature::pos(), pos(), rl_dist(), Creature::sees(), and trait_ANTENNAE.

◆ sees() [2/2]

bool Character::sees ( const tripoint t,
bool  is_player = false,
int  range_mod = 0 
) const
overridevirtual

Reimplemented from Creature.

Definition at line 10408 of file character.cpp.

10409{
10410 const int wanted_range = rl_dist( pos(), t );
10411 bool can_see = is_player() ? get_map().pl_sees( t, wanted_range ) :
10412 Creature::sees( t );
10413 // Clairvoyance is now pretty cheap, so we can check it early
10414 if( wanted_range < MAX_CLAIRVOYANCE && wanted_range < clairvoyance() ) {
10415 return true;
10416 }
10417
10418 if( can_see && wanted_range > unimpaired_range() ) {
10419 can_see = false;
10420 }
10421
10422 return can_see;
10423}
int unimpaired_range() const
Returns the player maximum vision range factoring in mutations, diseases, and other effects.
Definition: character.cpp:621
int clairvoyance() const
Returns the distance the player can see through walls.
Definition: character.cpp:680
bool pl_sees(const tripoint &t, int max_range) const
Whether the player character (g->u) can see the given square (local map coordinates).
Definition: lightmap.cpp:812

References clairvoyance(), get_map(), Creature::is_player(), map::pl_sees(), pos(), rl_dist(), Creature::sees(), and unimpaired_range().

Referenced by activate_bionic(), npc::address_needs(), npc::address_player(), grid_furn_transform_queue::apply(), npc::assess_danger(), bionics_uninstall_failure(), calculate_aim_cap(), game::catch_a_monster(), game::chat(), check_mount_is_spooked(), check_mount_will_move(), npc::complain(), npc::do_reload(), draw_critter_internal(), game::draw_line(), game::draw_look_around_cursor(), draw_throw_aim(), npc::drop_items(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), npc::execute_action(), game::extended_description(), npc::find_corpse_to_pulp(), npc::find_item(), game::find_nearby_items(), heal_actor::finish_using(), game::fling_creature(), npc::follow_distance(), game::forced_door_closing(), fungal_effects::fungalize(), generic_multi_activity_check_requirement(), get_hostile_creatures(), get_path_avoid(), game::get_player_input(), get_visible_creatures(), game::handle_action(), npc::handle_sound(), vehicle::handle_trap(), npc::heal_player(), npc::heal_self(), talk_function::hostile(), is_visible_in_range(), mdeath::jabberwock(), game::knockback(), target_ui::list_friendlies_in_lof(), game::list_items(), game::look_around(), npc::method_of_attack(), npc::move(), npc::mug_player(), iuse::note_bionics(), target_ui::panel_target_info(), npc::pick_up_item(), pl_sees(), npc::pretend_fire(), npc::pretend_heal(), game::print_creature_info(), npc::print_info(), sounds::process_sound_markers(), npc::reach_omt_destination(), npc::regen_ai_cache(), iuse::robotcontrol(), character_funcs::search_surroundings(), npc::see_item_say_smth(), activity_handlers::spellcasting_finish(), fungal_effects::spread_fungus_one_tile(), suffer_from_schizophrenia(), game::try_get_right_click_action(), character_funcs::try_uncanny_dodge(), game::update_stair_monsters(), editmap::update_view_with_help(), countdown_actor::use(), npc::use_painkiller(), and npc::wield_better_weapon().

◆ sees_with_infrared()

bool Character::sees_with_infrared ( const Creature critter) const

Check whether the this player can see the other creature with infrared.

This implies this player can see infrared and the target is visible with infrared (is warm). And of course a line of sight exists.

Definition at line 10181 of file character.cpp.

10182{
10183 if( !vision_mode_cache[IR_VISION] || !critter.is_warm() ) {
10184 return false;
10185 }
10186
10187 map &here = get_map();
10188 if( is_player() || critter.is_player() ) {
10189 // Players should not use map::sees
10190 // Likewise, players should not be "looked at" with map::sees, not to break symmetry
10191 return here.pl_line_of_sight( critter.pos(),
10193 }
10194
10195 return here.sees( pos(), critter.pos(), sight_range( current_daylight_level( calendar::turn ) ) );
10196}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
bool sees(const tripoint &F, const tripoint &T, int range) const
Returns whether F sees T with a view range of range.
Definition: map.cpp:6240
bool pl_line_of_sight(const tripoint &t, int max_range) const
Uses the map cache to tell if the player could see the given square.
Definition: lightmap.cpp:830

References current_daylight_level(), get_map(), IR_VISION, Creature::is_player(), Creature::is_warm(), map::pl_line_of_sight(), Creature::pos(), pos(), map::sees(), sight_range(), calendar::turn, and vision_mode_cache.

Referenced by calculate_aim_cap(), draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ sees_with_specials()

bool Character::sees_with_specials ( const Creature critter) const

Definition at line 6341 of file character.cpp.

6342{
6343 // electroreceptors grants vision of robots and electric monsters through walls
6345 ( critter.in_species( ROBOT ) || critter.has_flag( MF_ELECTRIC ) ) ) {
6346 return true;
6347 }
6348
6349 if( critter.digging() && has_active_bionic( bio_ground_sonar ) ) {
6350 // Bypass the check below, the bionic sonar also bypasses the sees(point) check because
6351 // walls don't block sonar which is transmitted in the ground, not the air.
6352 // TODO: this might need checks whether the player is in the air, or otherwise not connected
6353 // to the ground. It also might need a range check.
6354 return true;
6355 }
6356
6357 return false;
6358}
static const trait_id trait_ELECTRORECEPTORS("ELECTRORECEPTORS")
static const species_id ROBOT("ROBOT")
static const bionic_id bio_ground_sonar("bio_ground_sonar")
virtual bool digging() const
Definition: creature.cpp:181
@ MF_ELECTRIC
Definition: mtype.h:95

References bio_ground_sonar, Creature::digging(), has_active_bionic(), Creature::has_flag(), has_trait(), Creature::in_species(), MF_ELECTRIC, ROBOT, and trait_ELECTRORECEPTORS.

Referenced by draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ set_base_age()

void Character::set_base_age ( int  age)

Definition at line 6766 of file character.cpp.

6767{
6768 init_age = age;
6769}

References age(), and init_age.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_base_height()

void Character::set_base_height ( int  height)

Definition at line 6795 of file character.cpp.

6796{
6798}

References height(), and init_height.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_check_encumbrance()

void Character::set_check_encumbrance ( bool  new_check)
inline

Definition at line 2016 of file character.h.

2016 {
2017 check_encumbrance = new_check;
2018 }

References check_encumbrance.

◆ set_destination()

void Character::set_destination ( const std::vector< tripoint > &  route,
const player_activity new_destination_activity = player_activity() 
)

◆ set_destination_activity()

void Character::set_destination_activity ( const player_activity new_destination_activity)

Definition at line 944 of file character.cpp.

945{
946 destination_activity = new_destination_activity;
947}

References destination_activity.

Referenced by set_destination().

◆ set_dex_bonus()

void Character::set_dex_bonus ( int  ndex)
virtual

Definition at line 4168 of file character.cpp.

4169{
4170 dex_bonus = ndex;
4171 dex_cur = std::max( 0, dex_max + dex_bonus );
4172}

References dex_bonus, dex_cur, and dex_max.

◆ set_fac_id()

void Character::set_fac_id ( const std::string &  my_fac_id)

Definition at line 7727 of file character.cpp.

7728{
7729 fac_id = faction_id( my_fac_id );
7730}
faction_id fac_id
Definition: character.h:2196
string_id< faction > faction_id
Definition: clzones.h:30

References fac_id.

Referenced by npc_template::load().

◆ set_fatigue()

void Character::set_fatigue ( int  nfatigue)
virtual

Definition at line 4449 of file character.cpp.

4450{
4451 nfatigue = std::max( nfatigue, 0 );
4452 if( fatigue != nfatigue ) {
4453 fatigue = nfatigue;
4454 on_stat_change( "fatigue", fatigue );
4455 }
4456}

References fatigue, and on_stat_change().

Referenced by npc::address_needs(), debug_menu::character_edit_menu(), check_needs_extremes(), environmental_revert_effect(), basecamp::finish_return(), hardcoded_effects(), mod_fatigue(), and update_needs().

◆ set_healthy()

void Character::set_healthy ( int  nhealthy)
virtual

Setters for health values exclusive to characters.

Definition at line 4251 of file character.cpp.

4252{
4253 healthy = nhealthy;
4254}

References healthy.

Referenced by debug_menu::character_edit_menu(), and environmental_revert_effect().

◆ set_healthy_mod()

void Character::set_healthy_mod ( int  nhealthy_mod)
virtual

Definition at line 4263 of file character.cpp.

4264{
4265 healthy_mod = nhealthy_mod;
4266}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), environmental_revert_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ set_highest_cat_level()

void Character::set_highest_cat_level ( )

Recalculates mutation_category_level[] values for the player.

Definition at line 7771 of file character.cpp.

7772{
7774
7775 // For each of our mutations...
7776 for( const trait_id &mut : get_mutations() ) {
7777 // ...build up a map of all prerequisite/replacement mutations along the tree, along with their distance from the current mutation
7778 std::unordered_map<trait_id, int> dependency_map;
7779 build_mut_dependency_map( mut, dependency_map, 0 );
7780
7781 // Then use the map to set the category levels
7782 for( const std::pair<const trait_id, int> &i : dependency_map ) {
7783 const mutation_branch &mdata = i.first.obj();
7784 if( !mdata.flags.count( "NON_THRESH" ) ) {
7785 for( const std::string &cat : mdata.category ) {
7786 // Decay category strength based on how far it is from the current mutation
7787 mutation_category_level[cat] += 8 / static_cast<int>( std::pow( 2, i.second ) );
7788 }
7789 }
7790 }
7791 }
7792}

References build_mut_dependency_map(), mutation_branch::category, mutation_branch::flags, get_mutations(), and mutation_category_level.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ set_int_bonus()

void Character::set_int_bonus ( int  nint)
virtual

Definition at line 4178 of file character.cpp.

4179{
4180 int_bonus = nint;
4181 int_cur = std::max( 0, int_max + int_bonus );
4182}

References int_bonus, int_cur, and int_max.

◆ set_max_power_level()

void Character::set_max_power_level ( const units::energy npower_max)

Definition at line 1908 of file character.cpp.

1909{
1910 max_power_level = npower_max;
1911}

References max_power_level.

Referenced by bionics_install_failure(), and player::player().

◆ set_movement_mode()

virtual void Character::set_movement_mode ( character_movemode  mode)
pure virtual

Implemented in avatar, and npc.

Referenced by dismount().

◆ set_mutation()

◆ set_npc_ai_info_cache()

void Character::set_npc_ai_info_cache ( npc_ai_info  key,
double  val 
) const

Definition at line 10608 of file character.cpp.

10609{
10610 npc_ai_info_cache[key] = val;
10611}

References npc_ai_info_cache.

Referenced by npc::check_or_reload_cbm(), npc::find_reloadable(), and npc_ai::wielded_value().

◆ set_pain()

void Character::set_pain ( int  npain)
overridevirtual

Sets new intensity of pain an reacts to it.

Reimplemented from Creature.

Definition at line 782 of file character.cpp.

783{
784 const int prev_pain = get_perceived_pain();
785 Creature::set_pain( npain );
786 const int cur_pain = get_perceived_pain();
787
788 if( cur_pain != prev_pain ) {
789 react_to_felt_pain( cur_pain - prev_pain );
790 on_stat_change( "perceived_pain", cur_pain );
791 }
792}
void react_to_felt_pain(int intensity)
Definition: character.cpp:731
virtual void set_pain(int npain)
Definition: creature.cpp:1377

References get_perceived_pain(), on_stat_change(), react_to_felt_pain(), and Creature::set_pain().

Referenced by environmental_revert_effect(), game::is_game_over(), and suffer_from_other_mutations().

◆ set_painkiller()

void Character::set_painkiller ( int  npkill)

Sets intensity of painkillers

Definition at line 9768 of file character.cpp.

9769{
9770 npkill = std::max( npkill, 0 );
9771 if( pkill != npkill ) {
9772 const int prev_pain = get_perceived_pain();
9773 pkill = npkill;
9774 on_stat_change( "pkill", pkill );
9775 const int cur_pain = get_perceived_pain();
9776
9777 if( cur_pain != prev_pain ) {
9778 react_to_felt_pain( cur_pain - prev_pain );
9779 on_stat_change( "perceived_pain", cur_pain );
9780 }
9781 }
9782}

References get_perceived_pain(), on_stat_change(), pkill, and react_to_felt_pain().

Referenced by activate_bionic(), environmental_revert_effect(), mod_painkiller(), iuse::smoking(), and iuse::weed_cake().

◆ set_per_bonus()

void Character::set_per_bonus ( int  nper)
virtual

Definition at line 4173 of file character.cpp.

4174{
4175 per_bonus = nper;
4176 per_cur = std::max( 0, per_max + per_bonus );
4177}

References per_bonus, per_cur, and per_max.

◆ set_power_level()

void Character::set_power_level ( const units::energy npower)

Definition at line 1903 of file character.cpp.

1904{
1905 power_level = std::min( npower, max_power_level );
1906}

References max_power_level, and power_level.

Referenced by activate_bionic(), avatar::create(), mod_power_level(), and player::player().

◆ set_rad()

void Character::set_rad ( int  new_rad)

◆ set_skill_level()

◆ set_sleep_deprivation()

void Character::set_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4458 of file character.cpp.

4459{
4460 sleep_deprivation = std::min( static_cast< int >( sleep_deprivation_levels::massive ), std::max( 0,
4461 nsleep_deprivation ) );
4462}

References massive, and sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), environmental_revert_effect(), basecamp::finish_return(), mod_sleep_deprivation(), and update_needs().

◆ set_stamina()

◆ set_stashed_activity()

void Character::set_stashed_activity ( const player_activity act,
const player_activity act_back = player_activity() 
)

Definition at line 904 of file character.cpp.

905{
907 stashed_outbounds_backlog = act_back;
908}

References act, stashed_outbounds_activity, and stashed_outbounds_backlog.

◆ set_stim()

void Character::set_stim ( int  new_stim)

Definition at line 7041 of file character.cpp.

7042{
7043 stim = new_stim;
7044}

References stim.

Referenced by activate_bionic(), environmental_revert_effect(), modify_stimulation(), and update_needs().

◆ set_stored_kcal()

void Character::set_stored_kcal ( int  kcal)
virtual

Setters for need values exclusive to characters.

Definition at line 4319 of file character.cpp.

4320{
4321 if( stored_calories != kcal ) {
4322 stored_calories = std::min( kcal, max_stored_kcal() );
4323 }
4324}

References max_stored_kcal(), and stored_calories.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), avatar::create(), environmental_revert_effect(), marloss_common(), mod_stored_kcal(), and update_stomach().

◆ set_str_bonus()

void Character::set_str_bonus ( int  nstr)
virtual

Setters for stats exclusive to characters.

Definition at line 4163 of file character.cpp.

4164{
4165 str_bonus = nstr;
4166 str_cur = std::max( 0, str_max + str_bonus );
4167}

References str_bonus, str_cur, and str_max.

◆ set_thirst()

void Character::set_thirst ( int  nthirst)
virtual

Definition at line 4431 of file character.cpp.

4432{
4433 if( thirst != nthirst ) {
4434 thirst = nthirst;
4435 on_stat_change( "thirst", thirst );
4436 }
4437}

References on_stat_change(), and thirst.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), npc::consume_food_from_camp(), environmental_revert_effect(), basecamp::finish_return(), mod_thirst(), update_stomach(), and vomit().

◆ set_time_died()

void Character::set_time_died ( const time_point time)
inline

set the turn the turn the character died if not already done

Definition at line 1471 of file character.h.

1471 {
1473 time_died = time;
1474 }
1475 }
@ time
Recharges slowly with time.

References calendar::before_time_starts, time, and time_died.

Referenced by die().

◆ set_type_of_scent()

void Character::set_type_of_scent ( const scenttype_id id)

Definition at line 8731 of file character.cpp.

8732{
8733 type_of_scent = id;
8734}

References id, and type_of_scent.

Referenced by restore_scent(), update_type_of_scent(), and change_scent_iuse::use().

◆ set_underwater()

void Character::set_underwater ( bool  x)
overridevirtual

Reimplemented from Creature.

Definition at line 10595 of file character.cpp.

10596{
10597 if( is_underwater() != x ) {
10600 }
10601}
virtual void set_underwater(bool x)
Definition: creature.cpp:176

References Creature::is_underwater(), recalc_sight_limits(), and Creature::set_underwater().

Referenced by avatar_action::swim(), game::vertical_move(), and game::walk_move().

◆ setID()

void Character::setID ( character_id  i,
bool  force = false 
)

Definition at line 474 of file character.cpp.

475{
476 if( id.is_valid() && !force ) {
477 debugmsg( "tried to set id of a npc/player, but has already a id: %d", id.get_value() );
478 } else if( !i.is_valid() && !force ) {
479 debugmsg( "tried to set invalid id of a npc/player: %d", i.get_value() );
480 } else {
481 id = i;
482 }
483}
bool is_valid() const
Definition: character_id.h:19
int get_value() const
Definition: character_id.h:23

References debugmsg, character_id::get_value(), Creature::get_value(), and character_id::is_valid().

Referenced by player::load(), game::load(), npc::randomize(), game::start_game(), and main_menu::world_tab().

◆ setpos()

◆ setx()

void Character::setx ( int  x)
inline

◆ sety()

void Character::sety ( int  y)
inline

◆ setz()

void Character::setz ( int  z)
inline

Definition at line 809 of file character.h.

809 {
810 setpos( tripoint( position.xy(), z ) );
811 }

References position, setpos(), and tripoint::xy().

Referenced by start_location::place_player(), and game::vertical_shift().

◆ shift_destination()

void Character::shift_destination ( point  shift)

Definition at line 10334 of file character.cpp.

10335{
10337 *next_expected_position += shift;
10338 }
10339
10340 for( auto &elem : auto_move_route ) {
10341 elem += shift;
10342 }
10343}

References auto_move_route, and next_expected_position.

Referenced by game::update_map().

◆ shoe_type_count()

int Character::shoe_type_count ( const itype_id it) const

Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither.

Definition at line 8924 of file character.cpp.

8925{
8926 int ret = 0;
8927 if( is_wearing_on_bp( it, bodypart_id( "foot_l" ) ) ) {
8928 ret++;
8929 }
8930 if( is_wearing_on_bp( it, bodypart_id( "foot_r" ) ) ) {
8931 ret++;
8932 }
8933 return ret;
8934}
bool is_wearing_on_bp(const itype_id &it, const bodypart_id &bp) const
Returns true if the player is wearing the item on the given body part.
Definition: character.cpp:3239

References is_wearing_on_bp(), and cata::hash64_detail::ret.

Referenced by avatar_action::swim(), and game::vertical_move().

◆ short_description()

std::string Character::short_description ( ) const

Definition at line 10323 of file character.cpp.

10324{
10325 return join( short_description_parts(), "; " );
10326}
std::vector< std::string > short_description_parts() const
arg_join< It, Sentinel, char > join(It begin, Sentinel end, string_view sep)
Returns an object that formats the iterator range [begin, end) with elements separated by sep.

References join(), and short_description_parts().

◆ short_description_parts()

std::vector< std::string > Character::short_description_parts ( ) const

Definition at line 10299 of file character.cpp.

10300{
10301 std::vector<std::string> result;
10302
10303 std::string gender = male ? _( "Male" ) : _( "Female" );
10304 result.push_back( name + ", " + gender );
10305 if( is_armed() ) {
10306 result.push_back( _( "Wielding: " ) + weapon.tname() );
10307 }
10308 const std::string worn_str = enumerate_as_string( worn.begin(), worn.end(),
10309 []( const item & it ) {
10310 return it.tname();
10311 } );
10312 if( !worn_str.empty() ) {
10313 result.push_back( _( "Wearing: " ) + worn_str );
10314 }
10315 const int visibility_cap = 0; // no cap
10316 const auto trait_str = visible_mutations( visibility_cap );
10317 if( !trait_str.empty() ) {
10318 result.push_back( _( "Traits: " ) + trait_str );
10319 }
10320 return result;
10321}
std::string visible_mutations(int visibility_cap) const
Returns an enumeration of visible mutations with colors.
Definition: mutation.cpp:1728

References _, enumerate_as_string(), is_armed(), male, name, item::tname(), visible_mutations(), weapon, and worn.

Referenced by short_description().

◆ shout()

void Character::shout ( std::string  msg = "",
bool  order = false 
)

Definition at line 7610 of file character.cpp.

7611{
7612 int base = 10;
7613 std::string shout;
7614
7615 // You can't shout without your face
7616 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7617 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7618 add_msg_if_player( m_warning, _( "You try to shout but you have no face!" ) );
7619 return;
7620 }
7621
7622 // Mutations make shouting louder, they also define the default message
7623 if( has_trait( trait_SHOUT3 ) ) {
7624 base = 20;
7625 if( msg.empty() ) {
7626 msg = is_player() ? _( "yourself let out a piercing howl!" ) : _( "a piercing howl!" );
7627 shout = "howl";
7628 }
7629 } else if( has_trait( trait_SHOUT2 ) ) {
7630 base = 15;
7631 if( msg.empty() ) {
7632 msg = is_player() ? _( "yourself scream loudly!" ) : _( "a loud scream!" );
7633 shout = "scream";
7634 }
7635 }
7636
7637 if( msg.empty() ) {
7638 msg = is_player() ? _( "yourself shout loudly!" ) : _( "a loud shout!" );
7639 shout = "default";
7640 }
7641 int noise = get_shout_volume();
7642
7643 // Minimum noise volume possible after all reductions.
7644 // Volume 1 can't be heard even by player
7645 constexpr int minimum_noise = 2;
7646
7647 if( noise <= base ) {
7648 std::string dampened_shout;
7649 std::transform( msg.begin(), msg.end(), std::back_inserter( dampened_shout ), tolower );
7650 msg = std::move( dampened_shout );
7651 }
7652
7653 // Screaming underwater is not good for oxygen and harder to do overall
7654 if( is_underwater() ) {
7656 mod_stat( "oxygen", -noise );
7657 }
7658 }
7659
7660 const int penalty = encumb( bp_mouth ) * 3 / 2;
7661 // TODO: indistinct noise descriptions should be handled in the sounds code
7662 if( noise <= minimum_noise ) {
7664 _( "The sound of your voice is almost completely muffled!" ) );
7665 msg = is_player() ? _( "your muffled shout" ) : _( "an indistinct voice" );
7666 } else if( noise * 2 <= noise + penalty ) {
7667 // The shout's volume is 1/2 or lower of what it would be without the penalty
7668 add_msg_if_player( m_warning, _( "The sound of your voice is significantly muffled!" ) );
7669 }
7670
7672 "shout", shout );
7673}
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7610
int get_shout_volume() const
Definition: character.cpp:7567
bool move(avatar &you, map &m, const tripoint &d)
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1639

References _, Creature::add_msg_if_player(), sounds::alert, bp_mouth, encumb(), get_shout_volume(), has_trait(), Creature::is_player(), Creature::is_underwater(), is_wearing(), itype_id, m_warning, mod_stat(), avatar_action::move(), noise, sounds::order, pos(), shout(), sounds::sound(), trait_GILLS, trait_GILLS_CEPH, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, and iexamine::transform().

Referenced by game::chat(), dialogue::dynamic_line(), shout(), suffer_from_schizophrenia(), and suffer_while_awake().

◆ sight_impaired()

◆ sight_range()

int Character::sight_range ( int  light_level) const
overridevirtual

Returns the player's sight range.

Implements Creature.

Definition at line 597 of file character.cpp.

598{
599 if( light_level == 0 ) {
600 return 1;
601 }
602 /* Via Beer-Lambert we have:
603 * light_level * (1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance) ) <= LIGHT_AMBIENT_LOW
604 * Solving for distance:
605 * 1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) <= LIGHT_AMBIENT_LOW / light_level
606 * 1 <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW / light_level
607 * light_level <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW
608 * log(light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance + log(LIGHT_AMBIENT_LOW)
609 * log(light_level) - log(LIGHT_AMBIENT_LOW) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
610 * log(LIGHT_AMBIENT_LOW / light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
611 * log(LIGHT_AMBIENT_LOW / light_level) * (1 / LIGHT_TRANSPARENCY_OPEN_AIR) <= distance
612 */
613 int range = static_cast<int>( -std::log( get_vision_threshold( static_cast<int>
614 ( get_map().ambient_light_at( pos() ) ) ) / static_cast<float>( light_level ) ) *
615 ( 1.0 / LIGHT_TRANSPARENCY_OPEN_AIR ) );
616
617 // Clamp to [1, sight_max].
618 return clamp( range, 1, sight_max );
619}
float get_vision_threshold(float light_level) const
Returns the apparent light level at which the player can see.
Definition: character.cpp:1724
static constexpr float LIGHT_TRANSPARENCY_OPEN_AIR
Definition: lightmap.h:36

References clamp(), get_map(), get_vision_threshold(), LIGHT_TRANSPARENCY_OPEN_AIR, pos(), and sight_max.

Referenced by game::calc_driving_offset(), overmap_sight_range(), sees_with_infrared(), and editmap::update_view_with_help().

◆ skin_name()

std::string Character::skin_name ( ) const
overridevirtual

Returns the name of the player's outer layer, e.g.

"armor plates"

Implements Creature.

Definition at line 586 of file character.cpp.

587{
588 // TODO: Return actual deflecting layer name
589 return _( "armor" );
590}

References _.

◆ sound_hallu()

void Character::sound_hallu ( )

Creates an auditory hallucination.

Definition at line 1681 of file suffer.cpp.

1682{
1683 // Random 'dangerous' sound from a random direction
1684 // 1/5 chance to be a loud sound
1685 std::vector<std::string> dir{ "north",
1686 "northeast",
1687 "northwest",
1688 "south",
1689 "southeast",
1690 "southwest",
1691 "east",
1692 "west" };
1693
1694 std::vector<std::string> dirz{ "and above you ", "and below you " };
1695
1696 std::vector<std::tuple<std::string, std::string, std::string>> desc{
1697 std::make_tuple( "whump!", "smash_fail", "t_door_c" ),
1698 std::make_tuple( "crash!", "smash_success", "t_door_c" ),
1699 std::make_tuple( "glass breaking!", "smash_success", "t_window_domestic" ) };
1700
1701 std::vector<std::tuple<std::string, std::string, std::string>> desc_big{
1702 std::make_tuple( "huge explosion!", "explosion", "default" ),
1703 std::make_tuple( "bang!", "fire_gun", "glock_19" ),
1704 std::make_tuple( "blam!", "fire_gun", "mossberg_500" ),
1705 std::make_tuple( "crash!", "smash_success", "t_wall" ),
1706 std::make_tuple( "SMASH!", "smash_success", "t_wall" ) };
1707
1708 std::string i_dir = dir[rng( 0, dir.size() - 1 )];
1709
1710 if( one_in( 10 ) ) {
1711 i_dir += " " + dirz[rng( 0, dirz.size() - 1 )];
1712 }
1713
1714 std::string i_desc;
1715 std::pair<std::string, std::string> i_sound;
1716 if( one_in( 5 ) ) {
1717 int r_int = rng( 0, desc_big.size() - 1 );
1718 i_desc = std::get<0>( desc_big[r_int] );
1719 i_sound = std::make_pair( std::get<1>( desc_big[r_int] ), std::get<2>( desc_big[r_int] ) );
1720 } else {
1721 int r_int = rng( 0, desc.size() - 1 );
1722 i_desc = std::get<0>( desc[r_int] );
1723 i_sound = std::make_pair( std::get<1>( desc[r_int] ), std::get<2>( desc[r_int] ) );
1724 }
1725
1726 add_msg( m_warning, _( "From the %1$s you hear %2$s" ), i_dir, i_desc );
1727 sfx::play_variant_sound( i_sound.first, i_sound.second, rng( 20, 80 ) );
1728}
void play_variant_sound(const std::string &id, const std::string &variant, int volume, units::angle angle, double pitch_min=-1.0, double pitch_max=-1.0)
Definition: sounds.cpp:1597

References _, add_msg(), m_warning, one_in(), sfx::play_variant_sound(), and rng().

Referenced by hardcoded_effects(), and suffer_from_schizophrenia().

◆ speed_rating()

float Character::speed_rating ( ) const
overridevirtual

Returns an approximate number of tiles this creature can travel per turn.

Implements Creature.

Reimplemented in npc.

Definition at line 9975 of file character.cpp.

9976{
9977 float ret = get_speed() / 100.0f;
9978 ret *= 100.0f / run_cost( 100, false );
9979 // Adjustment for player being able to run, but not doing so at the moment
9980 if( move_mode != CMM_RUN ) {
9981 ret *= 1.0f + ( static_cast<float>( get_stamina() ) / static_cast<float>( get_stamina_max() ) );
9982 }
9983 return ret;
9984}
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.

References CMM_RUN, get_speed(), get_stamina(), get_stamina_max(), move_mode, cata::hash64_detail::ret, and run_cost().

◆ spores()

void Character::spores ( )

Definition at line 8753 of file character.cpp.

8754{
8755 map &here = get_map();
8756 fungal_effects fe( *g, here );
8757 //~spore-release sound
8758 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8759 for( const tripoint &sporep : here.points_in_radius( pos(), 1 ) ) {
8760 if( sporep == pos() ) {
8761 continue;
8762 }
8763 fe.fungalize( sporep, this, 0.25 );
8764 }
8765}

References _, sounds::combat, fungal_effects::fungalize(), g, get_map(), map::points_in_radius(), pos(), and sounds::sound().

Referenced by activate_mutation(), hardcoded_effects(), and suffer_while_awake().

◆ stability_roll()

float Character::stability_roll ( ) const
overridevirtual

Returns value of player's stable footing.

Strength improves player stability roll Perception slightly improves player stability roll Dexterity slightly improves player stability roll Melee improves player stability roll

Implements Creature.

Definition at line 10618 of file character.cpp.

10619{
10620 /** @EFFECT_STR improves player stability roll */
10621
10622 /** @EFFECT_PER slightly improves player stability roll */
10623
10624 /** @EFFECT_DEX slightly improves player stability roll */
10625
10626 /** @EFFECT_MELEE improves player stability roll */
10627 return get_melee() + get_str() + ( get_per() / 3.0f ) + ( get_dex() / 4.0f );
10628}
float get_melee() const override
Returns melee skill level, to be used to throttle dodge practice.
Definition: melee.cpp:886

References get_dex(), get_melee(), get_per(), and get_str().

Referenced by on_hit().

◆ stamina_move_cost_modifier()

float Character::stamina_move_cost_modifier ( ) const

Definition at line 7134 of file character.cpp.

7135{
7136 // Both walk and run speed drop to half their maximums as stamina approaches 0.
7137 // Convert stamina to a float first to allow for decimal place carrying
7138 float stamina_modifier = ( static_cast<float>( get_stamina() ) / get_stamina_max() + 1 ) / 2;
7139 if( move_mode == CMM_RUN && get_stamina() >= 0 ) {
7140 // Rationale: Average running speed is 2x walking speed. (NOT sprinting)
7141 stamina_modifier *= 2.0;
7142 }
7143 if( move_mode == CMM_CROUCH ) {
7144 stamina_modifier *= 0.5;
7145 }
7146 return stamina_modifier;
7147}

References CMM_CROUCH, CMM_RUN, get_stamina(), get_stamina_max(), and move_mode.

Referenced by burn_move_stamina(), and run_cost().

◆ start_destination_activity()

void Character::start_destination_activity ( )

Definition at line 10497 of file character.cpp.

10498{
10499 if( !has_destination_activity() ) {
10500 debugmsg( "Tried to start invalid destination activity" );
10501 return;
10502 }
10503
10506}
void clear_destination()
bool has_destination_activity() const

References assign_activity(), clear_destination(), debugmsg, get_destination_activity(), and has_destination_activity().

Referenced by game::handle_action(), and npc::move().

◆ start_hauling()

void Character::start_hauling ( )

Definition at line 9143 of file character.cpp.

9144{
9145 add_msg( _( "You start hauling items along the ground." ) );
9146 if( is_armed() ) {
9147 add_msg( m_warning, _( "Your hands are not free, which makes hauling slower." ) );
9148 }
9149 hauling = true;
9150}

References _, add_msg(), hauling, is_armed(), and m_warning.

Referenced by haul().

◆ stop_hauling()

void Character::stop_hauling ( )

Definition at line 9152 of file character.cpp.

9153{
9154 add_msg( _( "You stop hauling items." ) );
9155 hauling = false;
9156 if( has_activity( ACT_MOVE_ITEMS ) ) {
9158 }
9159}

References _, ACT_MOVE_ITEMS, add_msg(), cancel_activity(), has_activity(), and hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), and game::vertical_move().

◆ store()

void Character::store ( JsonOut json) const
protected

Load variables from json into object.

These variables are common to both the avatar and NPCs.

Definition at line 653 of file savegame_json.cpp.

654{
655 Creature::store( json );
656
657 // assumes already in Character object
658 // positional data
659 json.member( "posx", position.x );
660 json.member( "posy", position.y );
661 json.member( "posz", position.z );
662
663 // stat
664 json.member( "str_cur", str_cur );
665 json.member( "str_max", str_max );
666 json.member( "dex_cur", dex_cur );
667 json.member( "dex_max", dex_max );
668 json.member( "int_cur", int_cur );
669 json.member( "int_max", int_max );
670 json.member( "per_cur", per_cur );
671 json.member( "per_max", per_max );
672
673 json.member( "str_bonus", str_bonus );
674 json.member( "dex_bonus", dex_bonus );
675 json.member( "per_bonus", per_bonus );
676 json.member( "int_bonus", int_bonus );
677
678 json.member( "name", name );
679
680 json.member( "base_age", init_age );
681 json.member( "base_height", init_height );
682
683 if( prof.is_valid() ) {
684 json.member( "profession", prof );
685 }
686 json.member( "custom_profession", custom_profession );
687
688 // health
689 json.member( "healthy", healthy );
690 json.member( "healthy_mod", healthy_mod );
691 json.member( "healed_24h", healed_total );
692
693 // status
694 json.member( "temp_cur", temp_cur );
695 json.member( "temp_conv", temp_conv );
696 json.member( "frostbite_timer", frostbite_timer );
697 json.member( "body_wetness", body_wetness );
698
699 // needs
700 json.member( "thirst", thirst );
701 json.member( "fatigue", fatigue );
702 json.member( "sleep_deprivation", sleep_deprivation );
703 json.member( "stored_calories", stored_calories );
704 json.member( "radiation", radiation );
705 json.member( "stamina", stamina );
706 json.member( "vitamin_levels", vitamin_levels );
707 json.member( "pkill", pkill );
708 json.member( "omt_path", omt_path );
709 json.member( "consumption_history", consumption_history );
710
711 // crafting etc
712 json.member( "destination_activity", destination_activity );
713 json.member( "activity", activity );
714 json.member( "stashed_outbounds_activity", stashed_outbounds_activity );
715 json.member( "stashed_outbounds_backlog", stashed_outbounds_backlog );
716 json.member( "backlog", backlog );
717 json.member( "activity_vehicle_part_index", activity_vehicle_part_index ); // NPC activity
718
719 // handling for storing activity requirements
720 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
721 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
722 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
723 requirement_data things_to_fetch = requirement_id( backlog.front().str_values.back() ).obj();
724 json.member( "fetch_data", things_to_fetch );
725 }
726
727 if( !weapon.is_null() ) {
728 json.member( "weapon", weapon ); // also saves contents
729 }
730
731 json.member( "stim", stim );
732 json.member( "type_of_scent", type_of_scent );
733
734 // breathing
735 json.member( "oxygen", oxygen );
736
737 // traits: permanent 'mutations' more or less
738 json.member( "traits", my_traits );
739 json.member( "mutations", my_mutations );
740 json.member( "magic", magic );
741 json.member( "martial_arts_data", martial_arts_data );
742 // "Fracking Toasters" - Saul Tigh, toaster
743 json.member( "my_bionics", *my_bionics );
744
745 json.member_as_string( "move_mode", move_mode );
746
747 // storing the mount
748 if( is_mounted() ) {
749 json.member( "mounted_creature", g->critter_tracker->temporary_id( *mounted_creature ) );
750 }
751
752 morale->store( json );
753
754 // skills
755 json.member( "skills" );
756 json.start_object();
757 for( const auto &pair : *_skills ) {
758 json.member( pair.first.str(), pair.second );
759 }
760 json.end_object();
761
762 // npc: unimplemented, potentially useful
763 json.member( "learned_recipes", *learned_recipes );
764 autolearn_skills_stamp->clear(); // Invalidates the cache
765
766 // npc; unimplemented
767 if( power_level < 1_kJ ) {
768 json.member( "power_level", std::to_string( units::to_joule( power_level ) ) + " J" );
769 } else {
770 json.member( "power_level", units::to_kilojoule( power_level ) );
771 }
772 json.member( "max_power_level", units::to_kilojoule( max_power_level ) );
773
774 if( !overmap_time.empty() ) {
775 json.member( "overmap_time" );
776 json.start_array();
777 for( const std::pair<const point_abs_omt, time_duration> &pr : overmap_time ) {
778 json.write( pr.first );
779 json.write( pr.second );
780 }
781 json.end_array();
782 }
783 json.member( "stomach", stomach );
784 json.member( "automoveroute", auto_move_route );
785 json.member( "known_traps" );
786 json.start_array();
787 for( const auto &elem : known_traps ) {
788 json.start_object();
789 json.member( "x", elem.first.x );
790 json.member( "y", elem.first.y );
791 json.member( "z", elem.first.z );
792 json.member( "trap", elem.second );
793 json.end_object();
794 }
795 json.end_array();
796}
void store(JsonOut &jsout) const
These two functions are responsible for storing and loading the members of this class to/from json da...
void member_as_string(const std::string &name, const T &value)
Definition: json.h:746
void end_array()
Definition: json.cpp:2150
void start_array(bool wrap=false)
Definition: json.cpp:2139
void start_object(bool wrap=false)
Definition: json.cpp:2120
void write(T val)
Definition: json.h:615
void end_object()
Definition: json.cpp:2131
void member(const std::string &name)
Definition: json.cpp:2235

References _skills, activity, activity_vehicle_part_index, auto_move_route, autolearn_skills_stamp, backlog, body_wetness, consumption_history, custom_profession, destination_activity, dex_bonus, dex_cur, dex_max, JsonOut::end_array(), JsonOut::end_object(), fatigue, frostbite_timer, g, healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, is_mounted(), item::is_null(), string_id< T >::is_valid(), known_traps, learned_recipes, magic, martial_arts_data, max_power_level, JsonOut::member(), JsonOut::member_as_string(), morale, mounted_creature, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, sleep_deprivation, stamina, JsonOut::start_array(), JsonOut::start_object(), stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, Creature::store(), stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, units::to_joule(), units::to_kilojoule(), to_string(), type_of_scent, vitamin_levels, weapon, JsonOut::write(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by player::store().

◆ suffer()

void Character::suffer ( )

Handles a large number of timers decrementing and other randomized effects.

Definition at line 1443 of file suffer.cpp.

1444{
1445 const int current_stim = get_stim();
1446 // TODO: Remove this section and encapsulate hp_cur
1447 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
1448 if( elem.second.get_hp_cur() <= 0 ) {
1449 add_effect( effect_disabled, 1_turns, elem.first->token );
1450 }
1451 }
1452
1453 for( bionic &bio : *my_bionics ) {
1454 process_bionic( bio );
1455 }
1456
1457 for( std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
1458 const mutation_branch &mdata = mut.first.obj();
1459 if( calendar::once_every( 1_minutes ) ) {
1460 suffer_water_damage( mdata );
1461 }
1462 char_trait_data &tdata = mut.second;
1463 if( tdata.powered ) {
1464 suffer_mutation_power( mdata, tdata );
1465 }
1466 }
1467
1468 if( is_underwater() ) {
1470 }
1471
1473
1474 if( !in_sleep_state() ) {
1475 suffer_while_awake( current_stim );
1476 } // Done with while-awake-only effects
1477
1478 if( has_trait( trait_ASTHMA ) ) {
1479 suffer_from_asthma( current_stim );
1480 }
1481
1487 suffer_from_stimulants( current_stim );
1489 // Stimulants can lessen the PERCEIVED effects of sleep deprivation, but
1490 // they do nothing to cure it. As such, abuse is even more dangerous now.
1491 if( current_stim > 0 ) {
1492 // 100% of blacking out = 20160sd ; Max. stim modifier = 12500sd @ 250stim
1493 // Note: Very high stim already has its own slew of bad effects,
1494 // so the "useful" part of this bonus is actually lower.
1495 sleep_deprivation -= current_stim * 50;
1496 }
1497
1499 //Suffer from enchantments
1500 enchantment_cache->activate_passive( *this );
1501
1502 if( calendar::once_every( 1_hours ) ) {
1504 }
1505}
void suffer_in_sunlight()
Definition: suffer.cpp:719
void suffer_from_artifacts()
Definition: suffer.cpp:1292
void suffer_from_addictions()
Definition: suffer.cpp:274
void suffer_from_stimulants(int current_stim)
Definition: suffer.cpp:1314
void suffer_mutation_power(const mutation_branch &mdata, char_trait_data &tdata)
Definition: suffer.cpp:204
void suffer_water_damage(const mutation_branch &mdata)
suffer() subcalls
Definition: suffer.cpp:184
void suffer_while_awake(int current_stim)
Definition: suffer.cpp:301
void process_bionic(bionic &bio)
Handles bionic effects over time of the entered bionic.
Definition: bionics.cpp:1602
void suffer_from_other_mutations()
Definition: suffer.cpp:946
void suffer_without_sleep(int sleep_deprivation)
Definition: suffer.cpp:1356
void suffer_while_underwater()
Definition: suffer.cpp:251
void suffer_from_bad_bionics()
Definition: suffer.cpp:1199
void suffer_from_radiation()
Definition: suffer.cpp:1055
void suffer_from_asthma(int current_stim)
Definition: suffer.cpp:617
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_disabled("disabled")
static const trait_id trait_ASTHMA("ASTHMA")

References Creature::add_effect(), effect_accumulated_mutagen, effect_disabled, enchantment_cache, Creature::get_body(), get_sleep_deprivation(), get_stim(), has_trait(), in_sleep_state(), Creature::is_underwater(), my_bionics, my_mutations, num_bp, calendar::once_every(), char_trait_data::powered, process_bionic(), sleep_deprivation, suffer_from_addictions(), suffer_from_artifacts(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_stimulants(), suffer_in_sunlight(), suffer_mutation_power(), suffer_water_damage(), suffer_while_awake(), suffer_while_underwater(), suffer_without_sleep(), and trait_ASTHMA.

Referenced by process_turn().

◆ suffer_from_addictions()

void Character::suffer_from_addictions ( )
private

Definition at line 274 of file suffer.cpp.

275{
276 time_duration timer = -6_hours;
277 if( has_trait( trait_ADDICTIVE ) ) {
278 timer = -10_hours;
279 } else if( has_trait( trait_NONADDICTIVE ) ) {
280 timer = -3_hours;
281 }
282 for( addiction &cur_addiction : addictions ) {
283 if( cur_addiction.sated <= 0_turns &&
284 cur_addiction.intensity >= MIN_ADDICTION_LEVEL ) {
285 addict_effect( *this, cur_addiction );
286 }
287 cur_addiction.sated -= 1_turns;
288 // Higher intensity addictions heal faster
289 if( cur_addiction.sated - 10_minutes * cur_addiction.intensity < timer ) {
290 if( cur_addiction.intensity <= 2 ) {
291 rem_addiction( cur_addiction.type );
292 break;
293 } else {
294 cur_addiction.intensity--;
295 cur_addiction.sated = 0_turns;
296 }
297 }
298 }
299}
void addict_effect(Character &u, addiction &add)
Definition: addiction.cpp:57
constexpr int MIN_ADDICTION_LEVEL
Definition: addiction.h:13
void rem_addiction(add_type type)
Removes an addition from the player.
Definition: suffer.cpp:1921

References addict_effect(), addictions, has_trait(), MIN_ADDICTION_LEVEL, rem_addiction(), trait_ADDICTIVE, and trait_NONADDICTIVE.

Referenced by suffer().

◆ suffer_from_artifacts()

void Character::suffer_from_artifacts ( )
private

Definition at line 1292 of file suffer.cpp.

1293{
1294 // Artifact effects
1296 add_effect( effect_attention, 3_turns );
1297 }
1298
1300 get_weather().weather_id->precip < precip_class::heavy ) {
1304 }
1305
1306 if( has_artifact_with( AEP_MUTAGENIC ) && one_turn_in( 48_hours ) ) {
1307 mutate();
1308 }
1309 if( has_artifact_with( AEP_FORCE_TELEPORT ) && one_turn_in( 1_hours ) ) {
1310 teleport::teleport( *this );
1311 }
1312}
const weather_type_id & get_bad_weather() const
weather_type_id weather_override
Definition: weather.h:199
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_BAD_WEATHER
Definition: enums.h:140
const weather_generator & get_cur_weather_gen() const
Definition: weather.cpp:1049
void set_nextweather(time_point t)
Definition: weather.cpp:1101
static const efftype_id effect_attention("attention")

References Creature::add_effect(), AEP_ATTENTION, AEP_BAD_WEATHER, AEP_FORCE_TELEPORT, AEP_MUTAGENIC, effect_attention, weather_generator::get_bad_weather(), weather_manager::get_cur_weather_gen(), get_weather(), has_artifact_with(), heavy, mutate(), calendar::once_every(), one_turn_in(), weather_manager::set_nextweather(), teleport::teleport(), calendar::turn, and weather_manager::weather_override.

Referenced by suffer().

◆ suffer_from_asthma()

void Character::suffer_from_asthma ( int  current_stim)
private

Definition at line 617 of file suffer.cpp.

618{
622 return;
623 }
624 if( !one_in( ( to_turns<int>( 6_hours ) - current_stim * 300 ) *
625 ( has_effect( effect_sleep ) ? 10 : 1 ) ) ) {
626 return;
627 }
628 bool auto_use = has_charges( itype_inhaler, 1 ) || has_charges( itype_oxygen_tank, 1 ) ||
630 bool oxygenator = has_bionic( bio_gills ) && get_power_level() >= ( bio_gills->power_trigger / 8 );
631 if( is_underwater() ) {
632 oxygen = oxygen / 2;
633 auto_use = false;
634 }
635
636 add_msg_player_or_npc( m_bad, _( "You have an asthma attack!" ),
637 "<npcname> starts wheezing and coughing." );
638
640 inventory map_inv;
641 map_inv.form_from_map( g->u.pos(), 2, &g->u );
642 // check if an inhaler is somewhere near
643 bool nearby_use = auto_use || oxygenator || map_inv.has_charges( itype_inhaler, 1 ) ||
644 map_inv.has_charges( itype_oxygen_tank, 1 ) ||
645 map_inv.has_charges( itype_smoxygen_tank, 1 );
646 // check if character has an oxygenator first
647 if( oxygenator ) {
649 add_msg_if_player( m_info, _( "You use your Oxygenator to clear it up, "
650 "then go back to sleep." ) );
651 } else if( auto_use ) {
653 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
654 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
656 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
657 "and go back to sleep." ) );
658 }
659 } else if( nearby_use ) {
660 // create new variable to resolve a reference issue
661 int amount = 1;
662 map &here = get_map();
663 if( !here.use_charges( g->u.pos(), 2, itype_inhaler, amount ).empty() ) {
664 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
665 } else if( !here.use_charges( g->u.pos(), 2, itype_oxygen_tank, amount ).empty() ||
666 !here.use_charges( g->u.pos(), 2, itype_smoxygen_tank, amount ).empty() ) {
667 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
668 "and go back to sleep." ) );
669 }
670 } else {
671 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
672 if( has_effect( effect_sleep ) ) {
673 wake_up();
674 } else {
675 if( !is_npc() ) {
676 g->cancel_activity_or_ignore_query( distraction_type::asthma,
677 _( "You can't focus while choking!" ) );
678 }
679 }
680 }
681 } else if( auto_use ) {
682 int charges = 0;
684 moves -= 40;
685 charges = charges_of( itype_inhaler );
686 if( charges == 0 ) {
687 add_msg_if_player( m_bad, _( "You use your last inhaler charge." ) );
688 } else {
689 add_msg_if_player( m_info, vgettext( "You use your inhaler, "
690 "only %d charge left.",
691 "You use your inhaler, "
692 "only %d charges left.", charges ),
693 charges );
694 }
695 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
697 moves -= 500; // synched with use action
699 if( charges == 0 ) {
700 add_msg_if_player( m_bad, _( "You breathe in last bit of oxygen "
701 "from the tank." ) );
702 } else {
703 add_msg_if_player( m_info, vgettext( "You take a deep breath from your oxygen "
704 "tank, only %d charge left.",
705 "You take a deep breath from your oxygen "
706 "tank, only %d charges left.", charges ),
707 charges );
708 }
709 }
710 } else {
711 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
712 if( !is_npc() ) {
713 g->cancel_activity_or_ignore_query( distraction_type::asthma,
714 _( "You can't focus while choking!" ) );
715 }
716 }
717}
bool use_charges_if_avail(const itype_id &it, int quantity)
Definition: character.cpp:9629
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: inventory.cpp:893
std::list< item > use_charges(const tripoint &origin, int range, const itype_id &type, int &quantity, const std::function< bool(const item &)> &filter=return_true< item >, basecamp *bcp=nullptr)
Definition: map.cpp:5015
static const efftype_id effect_datura("datura")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_asthma("asthma")
static const itype_id itype_oxygen_tank("oxygen_tank")
static const itype_id itype_inhaler("inhaler")
static const itype_id itype_smoxygen_tank("smoxygen_tank")
static const bionic_id bio_gills("bio_gills")
static const efftype_id effect_took_antiasthmatic("took_antiasthmatic")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), asthma, bio_gills, visitable< Character >::charges_of(), effect_adrenaline, effect_asthma, effect_datura, effect_narcosis, effect_sleep, effect_took_antiasthmatic, inventory::form_from_map(), g, get_map(), get_power_level(), has_bionic(), has_charges(), inventory::has_charges(), Creature::has_effect(), in_sleep_state(), Creature::is_npc(), Creature::is_underwater(), itype_inhaler, itype_oxygen_tank, itype_smoxygen_tank, m_bad, m_info, mod_power_level(), Creature::moves, one_in(), oxygen, bionic_data::power_trigger, rng(), map::use_charges(), use_charges_if_avail(), vgettext(), and wake_up().

Referenced by suffer().

◆ suffer_from_bad_bionics()

void Character::suffer_from_bad_bionics ( )
private

Definition at line 1199 of file suffer.cpp.

1200{
1201 // Negative bionics effects
1203 one_turn_in( 2_hours ) &&
1205 add_msg_if_player( m_bad, _( "You suffer a painful electrical discharge!" ) );
1206 mod_pain( 1 );
1207 moves -= 150;
1209
1210 if( weapon.typeId() == itype_e_handcuffs && weapon.charges > 0 ) {
1211 weapon.charges -= rng( 1, 3 ) * 50;
1212 if( weapon.charges < 1 ) {
1213 weapon.charges = 1;
1214 }
1215
1216 add_msg_if_player( m_good, _( "The %s seems to be affected by the discharge." ),
1217 weapon.tname() );
1218 }
1219 sfx::play_variant_sound( "bionics", "elec_discharge", 100 );
1220 }
1221 if( has_bionic( bio_dis_acid ) && one_turn_in( 150_minutes ) ) {
1222 add_msg_if_player( m_bad, _( "You suffer a burning acidic discharge!" ) );
1223 hurtall( 1, nullptr );
1224 sfx::play_variant_sound( "bionics", "acid_discharge", 100 );
1225 sfx::do_player_death_hurt( g->u, false );
1226 }
1227 if( has_bionic( bio_drain ) && get_power_level() > 24_kJ && one_turn_in( 1_hours ) ) {
1228 add_msg_if_player( m_bad, _( "Your batteries discharge slightly." ) );
1229 mod_power_level( -25_kJ );
1230 sfx::play_variant_sound( "bionics", "elec_crackle_low", 100 );
1231 }
1232 if( has_bionic( bio_noise ) && one_turn_in( 50_minutes ) &&
1234 // TODO: NPCs with said bionic
1235 if( !is_deaf() ) {
1236 add_msg( m_bad, _( "A bionic emits a crackle of noise!" ) );
1237 sfx::play_variant_sound( "bionics", "elec_blast", 100 );
1238 } else {
1239 add_msg_if_player( m_bad, _( "You feel your faulty bionic shuddering." ) );
1240 sfx::play_variant_sound( "bionics", "elec_blast_muffled", 100 );
1241 }
1242 sounds::sound( pos(), 60, sounds::sound_t::movement, _( "Crackle!" ) ); //sfx above
1243 }
1245 get_power_level() >= get_max_power_level() * .75 ) {
1246 mod_str_bonus( -3 );
1247 }
1248 if( has_bionic( bio_trip ) && one_turn_in( 50_minutes ) &&
1251 add_msg_if_player( m_bad, _( "Your vision pixelates!" ) );
1252 add_effect( effect_visuals, 10_minutes );
1253 sfx::play_variant_sound( "bionics", "pixelated", 100 );
1254 }
1255 if( has_bionic( bio_spasm ) && one_turn_in( 5_hours ) && !has_effect( effect_downed ) &&
1258 _( "Your malfunctioning bionic causes you to spasm and fall to the floor!" ),
1259 _( "<npcname> spasms and falls to the floor!" ) );
1260 mod_pain( 1 );
1261 add_effect( effect_stunned, 1_turns );
1262 add_effect( effect_downed, 10_turns, num_bp, 0 );
1263 sfx::play_variant_sound( "bionics", "elec_crackle_high", 100 );
1264 }
1266 one_turn_in( 2_hours ) ) {
1267 add_msg_if_player( m_bad, _( "Your bionics short-circuit, causing you to tremble and shiver." ) );
1269 add_effect( effect_shakes, 5_minutes );
1270 sfx::play_variant_sound( "bionics", "elec_crackle_med", 100 );
1271 }
1272 if( has_bionic( bio_leaky ) && one_turn_in( 6_minutes ) ) {
1273 mod_healthy_mod( -1, -200 );
1274 }
1275 if( has_bionic( bio_sleepy ) && one_turn_in( 50_minutes ) && !in_sleep_state() ) {
1276 mod_fatigue( 1 );
1277 }
1278 if( has_bionic( bio_itchy ) && one_turn_in( 50_minutes ) && !has_effect( effect_formication ) &&
1280 add_msg_if_player( m_bad, _( "Your malfunctioning bionic itches!" ) );
1281 body_part bp = random_body_part( true );
1282 add_effect( effect_formication, 10_minutes, bp );
1283 }
1284 if( has_bionic( bio_glowy ) && !has_effect( effect_glowy_led ) && one_turn_in( 50_minutes ) &&
1286 add_msg_if_player( m_bad, _( "Your malfunctioning bionic starts to glow!" ) );
1287 add_effect( effect_glowy_led, 5_minutes );
1289 }
1290}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:366
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1631
static const bionic_id bio_shakes("bio_shakes")
static const efftype_id effect_glowy_led("glowy_led")
static const efftype_id effect_downed("downed")
static const bionic_id bio_power_weakness("bio_power_weakness")
static const bionic_id bio_dis_shock("bio_dis_shock")
static const bionic_id bio_glowy("bio_glowy")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_trip("bio_trip")
static const bionic_id bio_dis_acid("bio_dis_acid")
static const itype_id itype_e_handcuffs("e_handcuffs")
static const bionic_id bio_spasm("bio_spasm")
static const bionic_id bio_sleepy("bio_sleepy")
static const bionic_id bio_noise("bio_noise")
static const efftype_id effect_shakes("shakes")
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_formication("formication")
static const bionic_id bio_drain("bio_drain")
static const bionic_id bio_itchy("bio_itchy")
static const bionic_id bio_leaky("bio_leaky")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bio_dis_acid, bio_dis_shock, bio_drain, bio_glowy, bio_itchy, bio_leaky, bio_noise, bio_power_weakness, bio_shakes, bio_sleepy, bio_spasm, bio_trip, item::charges, sfx::do_player_death_hurt(), effect_downed, effect_formication, effect_glowy_led, effect_narcosis, effect_shakes, effect_stunned, effect_visuals, g, get_max_power_level(), get_power_level(), has_bionic(), Creature::has_effect(), has_max_power(), hurtall(), in_sleep_state(), is_deaf(), itype_e_handcuffs, m_bad, m_good, m_warning, mod_fatigue(), mod_healthy_mod(), mod_pain(), mod_power_level(), mod_str_bonus(), sounds::movement, Creature::moves, num_bp, one_turn_in(), sfx::play_variant_sound(), pos(), bionic_data::power_trigger, random_body_part(), rng(), sounds::sound(), item::tname(), item::typeId(), and weapon.

Referenced by suffer().

◆ suffer_from_chemimbalance()

void Character::suffer_from_chemimbalance ( )
private

Definition at line 368 of file suffer.cpp.

369{
370 if( one_turn_in( 6_hours ) && !has_trait( trait_NOPAIN ) ) {
371 add_msg_if_player( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
372 mod_pain( 3 * rng( 1, 3 ) );
373 }
374 if( one_turn_in( 6_hours ) ) {
375 int pkilladd = 5 * rng( -1, 2 );
376 if( pkilladd > 0 ) {
377 add_msg_if_player( m_bad, _( "You suddenly feel numb." ) );
378 } else if( ( pkilladd < 0 ) && ( !( has_trait( trait_NOPAIN ) ) ) ) {
379 add_msg_if_player( m_bad, _( "You suddenly ache." ) );
380 }
381 mod_painkiller( pkilladd );
382 }
383 if( one_turn_in( 6_hours ) && !has_effect( effect_sleep ) ) {
384 add_msg_if_player( m_bad, _( "You feel dizzy for a moment." ) );
385 moves -= rng( 10, 30 );
386 }
387 if( one_turn_in( 6_hours ) ) {
388 int hungadd = 5 * rng( -1, 3 );
389 if( hungadd > 0 ) {
390 add_msg_if_player( m_bad, _( "You suddenly feel hungry." ) );
391 } else {
392 add_msg_if_player( m_good, _( "You suddenly feel a little full." ) );
393 }
394 mod_stored_kcal( -10 * hungadd );
395 }
396 if( one_turn_in( 6_hours ) ) {
397 add_msg_if_player( m_bad, _( "You suddenly feel thirsty." ) );
398 mod_thirst( 5 * rng( 1, 3 ) );
399 }
400 if( one_turn_in( 6_hours ) ) {
401 add_msg_if_player( m_good, _( "You feel fatigued all of a sudden." ) );
402 mod_fatigue( 10 * rng( 2, 4 ) );
403 }
404 if( one_turn_in( 8_hours ) ) {
405 if( one_in( 3 ) ) {
407 } else {
408 add_morale( MORALE_FEELING_BAD, -20, -100 );
409 }
410 }
411 if( one_turn_in( 6_hours ) ) {
412 if( one_in( 3 ) ) {
413 add_msg_if_player( m_bad, _( "You suddenly feel very cold." ) );
415 } else {
416 add_msg_if_player( m_bad, _( "You suddenly feel cold." ) );
417 temp_cur.fill( BODYTEMP_COLD );
418 }
420 }
421 if( one_turn_in( 6_hours ) ) {
422 if( one_in( 3 ) ) {
423 add_msg_if_player( m_bad, _( "You suddenly feel very hot." ) );
425 } else {
426 add_msg_if_player( m_bad, _( "You suddenly feel hot." ) );
427 temp_cur.fill( BODYTEMP_HOT );
428 }
430 }
431}
static const trait_id trait_NOPAIN("NOPAIN")

References _, add_morale(), Creature::add_msg_if_player(), BODYTEMP_COLD, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, effect_sleep, Creature::has_effect(), has_trait(), m_bad, m_good, mod_fatigue(), mod_pain(), mod_painkiller(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_BAD, MORALE_FEELING_GOOD, Creature::moves, one_in(), one_turn_in(), rng(), temp_cur, and trait_NOPAIN.

Referenced by suffer_while_awake().

◆ suffer_from_other_mutations()

void Character::suffer_from_other_mutations ( )
private

Definition at line 946 of file suffer.cpp.

947{
948 map &here = get_map();
949 if( has_trait( trait_SHARKTEETH ) && one_turn_in( 24_hours ) ) {
950 add_msg_if_player( m_neutral, _( "You shed a tooth!" ) );
951 here.spawn_item( pos(), "bone", 1 );
952 }
953
955 //~Sound of buzzing Insect Wings
956 sounds::sound( pos(), 10, sounds::sound_t::movement, _( "BZZZZZ" ), false, "misc",
957 "insect_wings" );
958 }
959
960 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
961 int root_vitamins = 0;
962 int root_water = 0;
963 if( has_trait( trait_ROOTS3 ) && here.has_flag( flag_PLOWABLE, pos() ) && !wearing_shoes ) {
964 root_vitamins += 1;
966 root_water += 51;
967 }
968 }
969
970 if( x_in_y( root_vitamins, 576 ) ) {
971 vitamin_mod( vitamin_id( "iron" ), 1, true );
972 vitamin_mod( vitamin_id( "calcium" ), 1, true );
973 mod_healthy_mod( 5, 50 );
974 }
975
976 if( x_in_y( root_water, 2550 ) ) {
977 // Plants draw some crazy amounts of water from the ground in real life,
978 // so these numbers try to reflect that uncertain but large amount
979 // this should take 12 hours to meet your daily needs with ROOTS2, and 8 with ROOTS3
980 mod_thirst( -1 );
981 }
982
983 if( has_trait( trait_SORES ) ) {
984 for( const body_part bp : all_body_parts ) {
985 if( bp == bp_head ) {
986 continue;
987 }
988 int sores_pain = 5 + 0.4 * std::abs( encumb( bp ) );
989 if( get_pain() < sores_pain ) {
990 set_pain( sores_pain );
991 }
992 }
993 }
994 //Web Weavers...weave web
996 // this adds intensity to if its not already there.
997 here.add_field( pos(), fd_web, 1 );
998
999 }
1000
1001 // Blind/Deaf for brief periods about once an hour,
1002 // and visuals about once every 30 min.
1003 if( has_trait( trait_PER_SLIME ) ) {
1004 if( one_turn_in( 1_hours ) && !has_effect( effect_deaf ) ) {
1005 add_msg_if_player( m_bad, _( "Suddenly, you can't hear anything!" ) );
1006 add_effect( effect_deaf, rng( 20_minutes, 60_minutes ) );
1007 }
1008 if( one_turn_in( 1_hours ) && !( has_effect( effect_blind ) ) ) {
1009 add_msg_if_player( m_bad, _( "Suddenly, your eyes stop working!" ) );
1010 add_effect( effect_blind, rng( 2_minutes, 6_minutes ) );
1011 }
1012 // Yes, you can be blind and hallucinate at the same time.
1013 // Your post-human biology is truly remarkable.
1014 if( one_turn_in( 30_minutes ) && !( has_effect( effect_visuals ) ) ) {
1015 add_msg_if_player( m_bad, _( "Your visual centers must be acting up…" ) );
1016 add_effect( effect_visuals, rng( 36_minutes, 72_minutes ) );
1017 }
1018 }
1019
1020 if( has_trait( trait_WEB_SPINNER ) && !in_vehicle && one_in( 3 ) ) {
1021 // this adds intensity to if its not already there.
1022 here.add_field( pos(), fd_web, 1 );
1023 }
1024
1025 bool should_mutate = has_trait( trait_UNSTABLE ) && !has_trait( trait_CHAOTIC_BAD ) &&
1026 one_turn_in( 48_hours );
1027 should_mutate |= ( has_trait( trait_CHAOTIC ) || has_trait( trait_CHAOTIC_BAD ) ) &&
1028 one_turn_in( 12_hours );
1029 if( should_mutate ) {
1030 mutate();
1031 }
1032
1033 const bool needs_fire = !has_morale( MORALE_PYROMANIA_NEARFIRE ) &&
1035 if( has_trait( trait_PYROMANIA ) && needs_fire && !in_sleep_state() &&
1036 calendar::once_every( 2_hours ) ) {
1037 add_morale( MORALE_PYROMANIA_NOFIRE, -1, -30, 24_hours, 24_hours, true );
1038 if( calendar::once_every( 4_hours ) ) {
1039 const translation smokin_hot_fiyah =
1040 SNIPPET.random_from_category( "pyromania_withdrawal" ).value_or( translation() );
1041 add_msg_if_player( m_bad, "%s", smokin_hot_fiyah );
1042 }
1043 }
1045 calendar::once_every( 2_hours ) ) {
1047 const translation snip = SNIPPET.random_from_category( "killer_withdrawal" ).value_or(
1048 translation() );
1049 add_msg_if_player( m_bad, "%s", snip );
1050 }
1051 add_morale( MORALE_KILLER_NEED_TO_KILL, -1, -30, 24_hours, 24_hours );
1052 }
1053}
bool has_morale(const morale_type &type) const
Definition: character.cpp:9079
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4291
const morale_type MORALE_KILLER_HAS_KILLED("morale_killer_has_killed")
const morale_type MORALE_PYROMANIA_STARTFIRE("morale_pyromania_startfire")
const morale_type MORALE_KILLER_NEED_TO_KILL("morale_killer_need_to_kill")
const morale_type MORALE_PYROMANIA_NEARFIRE("morale_pyromania_nearfire")
const morale_type MORALE_PYROMANIA_NOFIRE("morale_pyromania_nofire")
static const efftype_id effect_blind("blind")
static const trait_id trait_PER_SLIME("PER_SLIME")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_CHAOTIC("CHAOTIC")
static const trait_id trait_UNSTABLE("UNSTABLE")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_deaf("deaf")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_WINGS_INSECT("WINGS_INSECT")
static const trait_id trait_SORES("SORES")
static const trait_id trait_KILLER("KILLER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const std::string flag_PLOWABLE("PLOWABLE")
static const trait_id trait_ROOTS3("ROOTS3")

References _, Creature::add_effect(), map::add_field(), add_morale(), Creature::add_msg_if_player(), all_body_parts, bp_head, effect_blind, effect_deaf, effect_visuals, encumb(), fd_web, flag_PLOWABLE(), get_map(), Creature::get_pain(), get_thirst(), has_active_mutation(), Creature::has_effect(), map::has_flag(), has_morale(), has_trait(), in_sleep_state(), in_vehicle, is_wearing_shoes(), LEFT, m_bad, m_neutral, mod_healthy_mod(), mod_thirst(), MORALE_KILLER_HAS_KILLED, MORALE_KILLER_NEED_TO_KILL, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, MORALE_PYROMANIA_STARTFIRE, sounds::movement, mutate(), calendar::once_every(), one_in(), one_turn_in(), pos(), snippet_library::random_from_category(), RIGHT, rng(), set_pain(), SNIPPET, sounds::sound(), map::spawn_item(), trait_CHAOTIC, trait_CHAOTIC_BAD, trait_KILLER, trait_PER_SLIME, trait_PYROMANIA, trait_ROOTS3, trait_SHARKTEETH, trait_SORES, trait_UNSTABLE, trait_WEB_SPINNER, trait_WEB_WEAVER, trait_WINGS_INSECT, turgid, vitamin_mod(), and x_in_y().

Referenced by suffer().

◆ suffer_from_radiation()

void Character::suffer_from_radiation ( )
private

Definition at line 1055 of file suffer.cpp.

1056{
1057 map &here = get_map();
1058 // checking for radioactive items in inventory
1059 const int item_radiation = leak_level( "RADIOACTIVE" );
1060 const int map_radiation = here.get_radiation( pos() );
1061 float rads = map_radiation / 100.0f + item_radiation / 10.0f;
1062
1063 int rad_mut = 0;
1064 if( has_trait( trait_RADIOACTIVE3 ) ) {
1065 rad_mut = 3;
1066 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1067 rad_mut = 2;
1068 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1069 rad_mut = 1;
1070 }
1071
1072 // Spread less radiation when sleeping (slower metabolism etc.)
1073 // Otherwise it can quickly get to the point where you simply can't sleep at all
1074 const bool rad_mut_proc = rad_mut > 0 && x_in_y( rad_mut, to_turns<int>( in_sleep_state() ?
1075 3_hours : 30_minutes ) );
1076
1077 bool has_helmet = false;
1078 const bool power_armored = is_wearing_power_armor( &has_helmet );
1079 const bool rad_resist = power_armored || worn_with_flag( flag_RAD_RESIST );
1080
1081 if( rad_mut > 0 ) {
1082 const bool kept_in = is_rad_immune() || ( rad_resist && !one_in( 4 ) );
1083 if( kept_in ) {
1084 // As if standing on a map tile with radiation level equal to rad_mut
1085 rads += rad_mut / 100.0f;
1086 }
1087
1088 if( rad_mut_proc && !kept_in ) {
1089 // Irradiate a random nearby point
1090 // If you can't, irradiate the player instead
1091 tripoint rad_point = pos() + point( rng( -3, 3 ), rng( -3, 3 ) );
1092 // TODO: Radioactive vehicles?
1093 if( here.get_radiation( rad_point ) < rad_mut ) {
1094 here.adjust_radiation( rad_point, 1 );
1095 } else {
1096 rads += rad_mut;
1097 }
1098 }
1099 }
1100
1101 // Used to control vomiting from radiation to make it not-annoying
1102 bool radiation_increasing = irradiate( rads );
1103
1104 if( radiation_increasing && calendar::once_every( 3_minutes ) && has_bionic( bio_geiger ) ) {
1106 _( "You feel an anomalous sensation coming from "
1107 "your radiation sensors." ) );
1108 }
1109
1110 if( calendar::once_every( 15_minutes ) ) {
1111 if( get_rad() < 0 ) {
1112 set_rad( 0 );
1113 } else if( get_rad() > 2000 ) {
1114 set_rad( 2000 );
1115 }
1116 if( get_option<bool>( "RAD_MUTATION" ) && rng( 100, 10000 ) < get_rad() ) {
1117 mutate();
1118 mod_rad( -50 );
1119 } else if( get_rad() > 50 && rng( 1, 3000 ) < get_rad() && ( stomach.get_calories() > 0 ||
1120 radiation_increasing || !in_sleep_state() ) ) {
1121 vomit();
1122 mod_rad( -1 );
1123 }
1124 }
1125
1126 const bool radiogenic = has_trait( trait_RADIOGENIC );
1127 if( radiogenic && calendar::once_every( 30_minutes ) && get_rad() > 0 ) {
1128 // At 200 irradiation, twice as fast as REGEN
1129 if( x_in_y( get_rad(), 200 ) ) {
1130 healall( 1 );
1131 if( rad_mut == 0 ) {
1132 // Don't heal radiation if we're generating it naturally
1133 // That would counter the main downside of radioactivity
1134 mod_rad( -5 );
1135 }
1136 }
1137 }
1138
1139 if( !radiogenic && get_rad() > 0 ) {
1140 // Even if you heal the radiation itself, the damage is done.
1141 const int hmod = get_healthy_mod();
1142 if( hmod > 200 - get_rad() ) {
1143 set_healthy_mod( std::max( -200, 200 - get_rad() ) );
1144 }
1145 }
1146
1147 if( get_rad() > 200 && calendar::once_every( 10_minutes ) && x_in_y( get_rad(), 1000 ) ) {
1148 hurtall( 1, nullptr );
1149 mod_rad( -5 );
1150 }
1151
1152 // Microreactor CBM
1153 const itype_id &plut_cell = item( "plut_cell" ).typeId();
1154 if( get_fuel_type_available( plut_cell ) > 0 ) {
1155 if( calendar::once_every( 60_minutes ) ) {
1156 int rad_mod = 0;
1157 rad_mod += has_bionic( bio_reactor ) ? 3 : 0;
1158 rad_mod += has_bionic( bio_advreactor ) ? 2 : 0;
1159
1160 if( rad_mod > 1 ) {
1161 mod_rad( rad_mod );
1162 }
1163 }
1164
1165 bool powered_reactor = false;
1166
1167 if( has_bionic( bio_reactor ) ) {
1168 if( get_bionic_state( bio_reactor ).powered ) {
1169 powered_reactor = true;
1170 } else {
1171 mod_power_level( 50_J );
1172 }
1173 }
1174
1175 if( has_bionic( bio_advreactor ) ) {
1176 if( get_bionic_state( bio_advreactor ).powered ) {
1177 powered_reactor = true;
1178 } else {
1179 mod_power_level( 100_J );
1180 }
1181 }
1182
1183 if( has_bionic( bio_reactoroverride ) && powered_reactor ) {
1184 if( get_bionic_state( bio_reactoroverride ).powered ) {
1185 int current_fuel_stock = std::stoi( get_value( plut_cell.str() ) );
1186
1187 current_fuel_stock -= 50;
1188
1189 set_value( plut_cell.str(), std::to_string( current_fuel_stock ) );
1190 update_fuel_storage( plut_cell );
1191
1192 mod_power_level( 40_kJ );
1193 mod_rad( 2 );
1194 }
1195 }
1196 }
1197}
int get_fuel_type_available(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2014
void adjust_radiation(const tripoint &p, int delta)
Increment the radiation in the given tile by the given delta (decrement it if delta is negative)
Definition: map.cpp:4155
int get_radiation(const tripoint &p) const
Definition: map.cpp:4131
static const bionic_id bio_geiger("bio_geiger")
static const std::string flag_RAD_RESIST("RAD_RESIST")
static const bionic_id bio_reactoroverride("bio_reactoroverride")
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_advreactor("bio_advreactor")

References _, Creature::add_msg_if_player(), map::adjust_radiation(), bio_advreactor, bio_geiger, bio_reactor, bio_reactoroverride, flag_RAD_RESIST(), get_bionic_state(), stomach_contents::get_calories(), get_fuel_type_available(), get_healthy_mod(), get_map(), get_rad(), map::get_radiation(), Creature::get_value(), has_bionic(), has_trait(), healall(), hurtall(), in_sleep_state(), irradiate(), is_rad_immune(), is_wearing_power_armor(), leak_level(), m_warning, mod_power_level(), mod_rad(), mutate(), calendar::once_every(), one_in(), pos(), rng(), set_healthy_mod(), set_rad(), Creature::set_value(), stomach, string_id< T >::str(), to_string(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, trait_RADIOGENIC, item::typeId(), update_fuel_storage(), vomit(), worn_with_flag(), and x_in_y().

Referenced by suffer().

◆ suffer_from_schizophrenia()

void Character::suffer_from_schizophrenia ( )
private

Definition at line 433 of file suffer.cpp.

434{
435 std::string i_name_w;
436 if( !weapon.is_null() ) {
437 i_name_w = weapon.has_var( "item_label" ) ? weapon.get_var( "item_label" ) :
438 //~ %1$s: weapon name
439 string_format( _( "your %1$s" ), weapon.type_name() );
440 }
441 // Start with the effects that both NPCs and avatars can suffer from
442 // Delusions
443 if( one_turn_in( 8_hours ) ) {
444 if( rng( 1, 20 ) > 5 ) { // 75% chance
445 const translation snip = SNIPPET.random_from_category( "schizo_delusion_paranoid" ).value_or(
446 translation() );
447 add_msg_if_player( m_warning, "%s", snip );
448 add_morale( MORALE_FEELING_BAD, -20, -100 );
449 } else { // 25% chance
450 const translation snip = SNIPPET.random_from_category( "schizo_delusion_grandiose" ).value_or(
451 translation() );
452 add_msg_if_player( m_good, "%s", snip );
454 }
455 return;
456 }
457 // Formication
458 if( one_turn_in( 6_hours ) ) {
459 const translation snip = SNIPPET.random_from_category( "schizo_formication" ).value_or(
460 translation() );
461 body_part bp = random_body_part( true );
462 add_effect( effect_formication, 45_minutes, bp );
463 add_msg_if_player( m_bad, "%s", snip );
464 return;
465 }
466 // Numbness
467 if( one_turn_in( 4_hours ) ) {
468 add_msg_if_player( m_bad, _( "You suddenly feel so numb…" ) );
469 mod_painkiller( 25 );
470 return;
471 }
472 // Hallucination
473 if( one_turn_in( 6_hours ) ) {
474 add_effect( effect_hallu, 6_hours );
475 return;
476 }
477 // Visuals
478 if( one_turn_in( 2_hours ) ) {
479 add_effect( effect_visuals, rng( 15_turns, 60_turns ) );
480 return;
481 }
482 // Shaking
483 if( !has_effect( effect_valium ) && one_turn_in( 4_hours ) ) {
484 add_msg_player_or_npc( m_bad, _( "You start to shake uncontrollably." ),
485 _( "<npcname> starts to shake uncontrollably." ) );
486 add_effect( effect_shakes, rng( 2_minutes, 5_minutes ) );
487 return;
488 }
489 // Shout
490 if( one_turn_in( 4_hours ) ) {
491 shout( SNIPPET.random_from_category( "schizo_self_shout" ).value_or( translation() ).translated() );
492 return;
493 }
494 // Drop weapon
495 if( one_turn_in( 2_days ) && !weapon.is_null() ) {
496 const translation snip = SNIPPET.random_from_category( "schizo_weapon_drop" ).value_or(
497 translation() );
498 std::string str = string_format( snip, i_name_w );
499 str[0] = toupper( str[0] );
500
501 add_msg_if_player( m_bad, "%s", str );
502 item_location loc( *this, &weapon );
503 drop( loc, pos() );
504 return;
505 }
506 // Talk to self
507 if( one_turn_in( 4_hours ) ) {
508 const translation snip = SNIPPET.random_from_category( "schizo_self_talk" ).value_or(
509 translation() );
510 add_msg( _( "%1$s says: \"%2$s\"" ), name, snip );
511 return;
512 }
513
514 // effects of this point are entirely internal, so NPCs can't suffer from them
515 if( is_npc() ) {
516 return;
517 }
518 // Sound
519 if( one_turn_in( 4_hours ) ) {
520 sound_hallu();
521 }
522 // Follower turns hostile
523 if( one_turn_in( 4_hours ) ) {
524 std::vector<shared_ptr_fast<npc>> followers = overmap_buffer.get_npcs_near_player( 12 );
525
526 std::string who_gets_angry = name;
527 if( !followers.empty() ) {
528 who_gets_angry = random_entry_ref( followers )->name;
529 }
530 add_msg_if_player( m_bad, _( "%1$s gets angry!" ), who_gets_angry );
531 return;
532 }
533
534 // Monster dies
535 if( one_turn_in( 6_hours ) ) {
536 // TODO: move to monster group json
537 static const std::array<mtype_id, 5> monsters = { {
539 }
540 };
541 add_msg_if_player( _( "%s dies!" ), random_entry_ref( monsters )->nname() );
542 return;
543 }
544
545 // Limb Breaks
546 if( one_turn_in( 4_hours ) ) {
547 const translation snip = SNIPPET.random_from_category( "broken_limb" ).value_or( translation() );
548 add_msg_if_player( m_bad, "%s", snip );
549 return;
550 }
551
552 // NPC chat
553 if( one_turn_in( 4_hours ) ) {
554 std::string i_name = Name::generate( one_in( 2 ) );
555
556 std::string i_talk = SNIPPET.expand( SNIPPET.random_from_category( "<lets_talk>" ).value_or(
557 translation() ).translated() );
558 parse_tags( i_talk, *this, *this );
559
560 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name, i_talk );
561 return;
562 }
563
564 // Skill raise
565 if( one_turn_in( 12_hours ) ) {
566 skill_id raised_skill = Skill::random_skill();
567 add_msg_if_player( m_good, _( "You increase %1$s to level %2$d." ), raised_skill.obj().name(),
568 get_skill_level( raised_skill ) + 1 );
569 return;
570 }
571
572 // Talking weapon
573 if( !weapon.is_null() ) {
574 // If player has a weapon, picks a message from said weapon
575 // Weapon tells player to kill a monster if any are nearby
576 // Weapon is concerned for player if bleeding
577 // Weapon is concerned for itself if damaged
578 // Otherwise random chit-chat
579 std::vector<weak_ptr_fast<monster>> mons = g->all_monsters().items;
580
581 std::string i_talk_w;
582 bool does_talk = false;
583 if( !mons.empty() && one_turn_in( 12_minutes ) ) {
584 std::vector<std::string> seen_mons;
585 for( weak_ptr_fast<monster> &n : mons ) {
586 if( sees( *n.lock() ) ) {
587 seen_mons.emplace_back( n.lock()->get_name() );
588 }
589 }
590 if( !seen_mons.empty() ) {
591 const translation talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_monster" ).value_or(
592 translation() );
593 i_talk_w = string_format( talk_w, random_entry_ref( seen_mons ) );
594 does_talk = true;
595 }
596 }
597 if( !does_talk && has_effect( effect_bleed ) && one_turn_in( 5_minutes ) ) {
598 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_bleeding" ).value_or(
599 translation() ).translated();
600 does_talk = true;
601 } else if( weapon.damage() >= weapon.max_damage() / 3 && one_turn_in( 1_hours ) ) {
602 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_damaged" ).value_or(
603 translation() ).translated();
604 does_talk = true;
605 } else if( one_turn_in( 4_hours ) ) {
606 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_misc" ).value_or(
607 translation() ).translated();
608 does_talk = true;
609 }
610 if( does_talk ) {
611 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name_w, i_talk_w );
612 return;
613 }
614 }
615}
static skill_id random_skill()
Definition: skill.cpp:205
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1030
int max_damage() const
Maximum amount of damage to an item (state before destroyed)
Definition: item.cpp:6216
bool has_var(const std::string &name) const
Whether the variable is defined at all.
Definition: item.cpp:1075
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
std::string expand(const std::string &str) const
Expand the string by recursively replacing tags in angle brackets (<>) with random snippets from the ...
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17
void parse_tags(std::string &phrase, const Character &u, const Character &me, const itype_id &item_type=itype_id::NULL_ID())
Definition: npctalk.cpp:1617
static const efftype_id effect_bleed("bleed")
static const mtype_id mon_zombie_cop("mon_zombie_cop")
static const efftype_id effect_hallu("hallu")
static const mtype_id mon_zombie_fireman("mon_zombie_fireman")
static const mtype_id mon_zombie_fat("mon_zombie_fat")
static const mtype_id mon_zombie_soldier("mon_zombie_soldier")
static const mtype_id mon_zombie("mon_zombie")
static const efftype_id effect_valium("valium")

References _, Creature::add_effect(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::damage(), drop(), effect_bleed, effect_formication, effect_hallu, effect_shakes, effect_valium, effect_visuals, snippet_library::expand(), g, Name::generate(), overmapbuffer::get_npcs_near_player(), get_skill_level(), item::get_var(), Creature::has_effect(), item::has_var(), Creature::is_npc(), item::is_null(), m_bad, m_good, m_warning, item::max_damage(), mod_painkiller(), mon_zombie, mon_zombie_cop, mon_zombie_fat, mon_zombie_fireman, mon_zombie_soldier, MORALE_FEELING_BAD, MORALE_FEELING_GOOD, name, Skill::name(), string_id< T >::obj(), one_in(), one_turn_in(), overmap_buffer, parse_tags(), pos(), random_body_part(), random_entry_ref(), snippet_library::random_from_category(), Skill::random_skill(), rng(), sees(), shout(), SNIPPET, sound_hallu(), string_format(), item::type_name(), and weapon.

Referenced by suffer_while_awake().

◆ suffer_from_stimulants()

void Character::suffer_from_stimulants ( int  current_stim)
private

Definition at line 1314 of file suffer.cpp.

1315{
1316 // Stim +250 kills
1317 if( current_stim > 210 ) {
1318 if( one_turn_in( 2_minutes ) && !has_effect( effect_downed ) ) {
1319 add_msg_if_player( m_bad, _( "Your muscles spasm!" ) );
1320 if( !has_effect( effect_downed ) ) {
1321 add_msg_if_player( m_bad, _( "You fall to the ground!" ) );
1322 add_effect( effect_downed, rng( 6_turns, 20_turns ) );
1323 }
1324 }
1325 }
1326 if( current_stim > 110 ) {
1327 if( !has_effect( effect_shakes ) && calendar::once_every( 10_minutes ) ) {
1328 add_msg_if_player( _( "You shake uncontrollably." ) );
1329 add_effect( effect_shakes, 15_minutes + 1_turns );
1330 }
1331 }
1332 if( current_stim > 75 ) {
1333 if( calendar::once_every( 5_minutes ) && !has_effect( effect_nausea ) ) {
1334 add_msg_if_player( _( "You feel nauseous…" ) );
1335 add_effect( effect_nausea, 5_minutes );
1336 }
1337 }
1338
1339 //stim -200 or painkillers 240 kills
1340 if( current_stim < -160 || get_painkiller() > 200 ) {
1341 if( one_turn_in( 3_minutes ) && !in_sleep_state() ) {
1342 add_msg_if_player( m_bad, _( "You black out!" ) );
1343 const time_duration dur = rng( 30_minutes, 60_minutes );
1344 add_effect( effect_downed, dur );
1345 fall_asleep( dur );
1346 }
1347 }
1348 if( current_stim < -60 || get_painkiller() > 130 ) {
1349 if( calendar::once_every( 10_minutes ) ) {
1350 add_msg_if_player( m_warning, _( "You feel tired…" ) );
1351 mod_fatigue( rng( 1, 2 ) );
1352 }
1353 }
1354}
static const efftype_id effect_nausea("nausea")

References _, Creature::add_effect(), Creature::add_msg_if_player(), effect_downed, effect_nausea, effect_shakes, fall_asleep(), get_painkiller(), Creature::has_effect(), in_sleep_state(), m_bad, m_warning, mod_fatigue(), calendar::once_every(), one_turn_in(), and rng().

Referenced by suffer().

◆ suffer_from_sunburn()

void Character::suffer_from_sunburn ( )
private

Definition at line 811 of file suffer.cpp.

812{
814 return;
815 }
816
817 std::string sunlight_effect;
819 // Albinism and datura have the same effects, once per minute on average
820 if( !one_turn_in( 1_minutes ) ) {
821 return;
822 }
823 sunlight_effect = _( "The sunlight is really irritating" );
824 } else if( has_trait( trait_SUNBURN ) ) {
825 // Sunburn effects occur about 3 times per minute
826 if( !one_turn_in( 20_seconds ) ) {
827 return;
828 }
829 sunlight_effect = _( "The sunlight burns" );
830 }
831
832 // Sunglasses can keep the sun off the eyes.
833 if( !has_bionic( bio_sunglasses ) &&
834 !( wearing_something_on( bodypart_id( "eyes" ) ) &&
836 add_msg_if_player( m_bad, _( "%s your eyes." ), sunlight_effect );
837 // Pain (1/60) or loss of focus (59/60)
838 if( one_turn_in( 1_minutes ) ) {
839 mod_pain( 1 );
840 } else {
841 focus_pool --;
842 }
843 }
844 // Umbrellas can keep the sun off the skin
845 if( weapon.has_flag( "RAIN_PROTECT" ) ) {
846 return;
847 }
848
849 std::map<bodypart_id, float> bp_exposure = bodypart_exposure();
850
851 // Minimum exposure threshold for pain
852 const float MIN_EXPOSURE = 0.01f;
853 // Count how many body parts are above the threshold
854 int count_affected_bp = 0;
855 // Get the most exposed body part, and how exposed it is. This is to tell the player what body
856 // part is most irritated by sun, so they know what needs to be covered up better.
857 bodypart_id most_exposed_bp;
858 float max_exposure = 0.0f;
859 // Check each bodypart with exposure above the minimum
860 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
861 const float exposure = bp_exp.second;
862 // Skip minimally-exposed parts, and skip the eyes (handled by sunglasses)
863 if( exposure <= MIN_EXPOSURE || bp_exp.first == bodypart_id( "eyes" ) ) {
864 continue;
865 }
866 ++count_affected_bp;
867 if( exposure > max_exposure ) {
868 max_exposure = exposure;
869 most_exposed_bp = bp_exp.first;
870 }
871 }
872
873 // If all body parts are protected, there is no suffering
874 if( count_affected_bp == 0 || !most_exposed_bp ) {
875 return;
876 }
877
878 // Check if both arms/legs are affected
879 int count_limbs = 1;
880 const bodypart_id &other_bp = most_exposed_bp->opposite_part;
881 const bodypart_id &other_bp_rev = other_bp->opposite_part;
882 // If these are different, we have a left/right part like a leg or arm.
883 // If same, it's a central body part with no opposite, like head or torso.
884 // Only used to generate a simpler message when both arms or both legs are affected.
885 if( other_bp != other_bp_rev ) {
886 const auto found = bp_exposure.find( other_bp );
887 // Is opposite part exposed?
888 if( found != bp_exposure.end() && found->second > MIN_EXPOSURE ) {
889 ++count_limbs;
890 }
891 }
892 // Get singular or plural body part name; append "and other body parts" if appropriate
893 std::string bp_name = body_part_name( most_exposed_bp, count_limbs );
894 if( count_affected_bp == count_limbs ) {
895 add_msg_if_player( m_bad, _( "%s your %s." ), sunlight_effect, bp_name );
896 } else {
897 add_msg_if_player( m_bad, _( "%s your %s and other body parts." ), sunlight_effect,
898 bp_name );
899 }
900
901 // Wake up from skin irritation/burning
902 if( has_effect( effect_sleep ) ) {
903 wake_up();
904 }
905
906 // Solar Sensitivity (SUNBURN) trait causes injury to exposed parts
907 if( has_trait( trait_SUNBURN ) ) {
908 mod_pain( 1 );
909 // Check exposure of all body parts
910 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
911 const bodypart_id &this_part = bp_exp.first;
912 const float exposure = bp_exp.second;
913 // Skip parts with adequate protection
914 if( exposure <= MIN_EXPOSURE ) {
915 continue;
916 }
917 // Don't damage eyes directly, since it takes from head HP (in other words, your head
918 // won't be destroyed if only your eyes are exposed).
919 if( this_part == bodypart_id( "eyes" ) ) {
920 continue;
921 }
922 // Exposure percentage determines likelihood of injury
923 // 10% exposure is 10% chance of injury, naked = 100% chance
924 if( x_in_y( exposure, 1.0 ) ) {
925 // Because hands and feet share an HP pool with arms and legs, and the mouth shares
926 // an HP pool with the head, those parts take an unfair share of damage in relation
927 // to the torso, which only has one part. Increase torso damage to balance this.
928 if( this_part == bodypart_id( "torso" ) ) {
929 apply_damage( nullptr, this_part, 2 );
930 } else {
931 apply_damage( nullptr, this_part, 1 );
932 }
933 }
934 }
935 } else {
936 // Albinism/datura causes pain (1/60) or focus loss (59/60)
937 if( one_turn_in( 1_minutes ) ) {
938 mod_pain( 1 );
939 } else {
940 focus_pool --;
941 }
942 }
943}
std::map< bodypart_id, float > bodypart_exposure()
Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).
Definition: suffer.cpp:784
static const trait_id trait_ALBINO("ALBINO")
static const std::string flag_BLIND("BLIND")
static const trait_id trait_SUNBURN("SUNBURN")
static const std::string flag_SUN_GLASSES("SUN_GLASSES")
static const bionic_id bio_sunglasses("bio_sunglasses")

References _, Creature::add_msg_if_player(), apply_damage(), bio_sunglasses, body_part_name(), bodypart_exposure(), effect_datura, effect_sleep, flag_BLIND(), flag_SUN_GLASSES(), focus_pool, has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), m_bad, mod_pain(), one_turn_in(), trait_ALBINO, trait_SUNBURN, wake_up(), weapon, wearing_something_on(), worn_with_flag(), and x_in_y().

Referenced by suffer_in_sunlight().

◆ suffer_in_sunlight()

void Character::suffer_in_sunlight ( )
private

Definition at line 719 of file suffer.cpp.

720{
721 double sleeve_factor = armwear_factor();
722 const bool has_hat = wearing_something_on( bodypart_id( "head" ) );
723 const bool leafy = has_trait( trait_LEAVES ) || has_trait( trait_LEAVES2 ) ||
725 const bool leafier = has_trait( trait_LEAVES2 ) || has_trait( trait_LEAVES3 );
726 const bool leafiest = has_trait( trait_LEAVES3 );
727 int sunlight_nutrition = 0;
728 if( leafy && get_map().is_outside( pos() ) && ( g->light_level( pos().z ) >= 40 ) ) {
729 const float weather_factor = ( get_weather().weather_id->sun_intensity >=
730 sun_intensity_type::normal ) ? 1.0 : 0.5;
731 const int player_local_temp = get_weather().get_temperature( pos() );
732 int flux = ( player_local_temp - 65 ) / 2;
733 if( !has_hat ) {
734 sunlight_nutrition += ( 100 + flux ) * weather_factor;
735 }
736 if( leafier ) {
737 int rate = ( ( 100 * sleeve_factor ) + flux ) * 2;
738 sunlight_nutrition += ( rate * ( leafiest ? 2 : 1 ) ) * weather_factor;
739 }
740 }
741
742 if( x_in_y( sunlight_nutrition, 18000 ) ) {
743 vitamin_mod( vitamin_id( "vitA" ), 1, true );
744 vitamin_mod( vitamin_id( "vitC" ), 1, true );
745 }
746
747 if( x_in_y( sunlight_nutrition, 12000 ) ) {
748 mod_stored_kcal( 10 );
749 stomach.ate();
750 }
751
752 if( !g->is_in_sunlight( pos() ) ) {
753 return;
754 }
755
758 }
759
761 get_weather().weather_id->sun_intensity >= sun_intensity_type::high ) {
762 mod_str_bonus( -1 );
763 mod_dex_bonus( -1 );
764 add_miss_reason( _( "The sunlight distracts you." ), 1 );
765 mod_int_bonus( -1 );
766 mod_per_bonus( -1 );
767 }
768 if( has_trait( trait_TROGLO2 ) ) {
769 mod_str_bonus( -1 );
770 mod_dex_bonus( -1 );
771 add_miss_reason( _( "The sunlight distracts you." ), 1 );
772 mod_int_bonus( -1 );
773 mod_per_bonus( -1 );
774 }
775 if( has_trait( trait_TROGLO3 ) ) {
776 mod_str_bonus( -4 );
777 mod_dex_bonus( -4 );
778 add_miss_reason( _( "You can't stand the sunlight!" ), 4 );
779 mod_int_bonus( -4 );
780 mod_per_bonus( -4 );
781 }
782}
void suffer_from_sunburn()
Definition: suffer.cpp:811
double armwear_factor() const
Same as footwear factor, but for arms.
Definition: character.cpp:8900
weather_type_id weather_id
Definition: weather.h:193
sun_intensity_type sun_intensity
Definition: weather_type.h:121
static const trait_id trait_LEAVES("LEAVES")
static const trait_id trait_TROGLO3("TROGLO3")
static const trait_id trait_LEAVES2("LEAVES2")
static const trait_id trait_TROGLO("TROGLO")
static const trait_id trait_TROGLO2("TROGLO2")
static const trait_id trait_LEAVES3("LEAVES3")

References _, add_miss_reason(), armwear_factor(), stomach_contents::ate(), effect_datura, g, get_map(), weather_manager::get_temperature(), get_weather(), Creature::has_effect(), has_trait(), high, mod_dex_bonus(), mod_int_bonus(), mod_per_bonus(), mod_stored_kcal(), mod_str_bonus(), normal, pos(), stomach, suffer_from_sunburn(), weather_type::sun_intensity, trait_ALBINO, trait_LEAVES, trait_LEAVES2, trait_LEAVES3, trait_SUNBURN, trait_TROGLO, trait_TROGLO2, trait_TROGLO3, vitamin_mod(), wearing_something_on(), weather_manager::weather_id, and x_in_y().

Referenced by suffer().

◆ suffer_mutation_power()

void Character::suffer_mutation_power ( const mutation_branch mdata,
char_trait_data tdata 
)
private

Definition at line 204 of file suffer.cpp.

205{
206 if( tdata.powered && tdata.charge > 0 ) {
207 // Already-on units just lose a bit of charge
208 tdata.charge--;
209 } else {
210 // Not-on units, or those with zero charge, have to pay the power cost
211 if( mdata.cooldown > 0 ) {
212 tdata.powered = true;
213 tdata.charge = mdata.cooldown - 1;
214 }
215 if( mdata.hunger ) {
216 // does not directly modify hunger, but burns kcal
217 mod_stored_nutr( mdata.cost );
220 _( "You're too malnourished to keep your %s going." ),
221 mdata.name() );
222 tdata.powered = false;
223 }
224 }
225 if( mdata.thirst ) {
226 mod_thirst( mdata.cost );
227 // Well into Dehydrated
230 _( "You're too dehydrated to keep your %s going." ),
231 mdata.name() );
232 tdata.powered = false;
233 }
234 }
235 if( mdata.fatigue ) {
236 mod_fatigue( mdata.cost );
237 // Exhausted
240 _( "You're too exhausted to keep your %s going." ),
241 mdata.name() );
242 tdata.powered = false;
243 }
244 }
245 if( !tdata.powered ) {
246 apply_mods( mdata.id, false );
247 }
248 }
249}
constexpr float underweight

References _, Creature::add_msg_if_player(), apply_mods(), bmi(), char_trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, dehydrated, exhausted, mutation_branch::fatigue, get_fatigue(), get_thirst(), mutation_branch::hunger, mutation_branch::id, m_warning, mod_fatigue(), mod_stored_nutr(), mod_thirst(), mutation_branch::name(), char_trait_data::powered, mutation_branch::thirst, and character_weight_category::underweight.

Referenced by suffer().

◆ suffer_water_damage()

void Character::suffer_water_damage ( const mutation_branch mdata)
private

suffer() subcalls

Definition at line 184 of file suffer.cpp.

185{
186 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
187 const float wetness_percentage = static_cast<float>( body_wetness[elem.first->token] ) /
188 drench_capacity[elem.first->token];
189 const int dmg = mdata.weakness_to_water * wetness_percentage;
190 if( dmg > 0 ) {
191 apply_damage( nullptr, elem.first, dmg );
192 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the water." ),
193 _( "<npcname>'s %s is damaged by the water." ),
194 body_part_name( elem.first ) );
195 } else if( dmg < 0 && elem.second.is_at_max_hp() ) {
196 heal( elem.first, std::abs( dmg ) );
197 add_msg_player_or_npc( m_good, _( "Your %s is healed by the water." ),
198 _( "<npcname>'s %s is healed by the water." ),
199 body_part_name( elem.first ) );
200 }
201 }
202}
int weakness_to_water
maximum damage dealt by water every minute when wet.
Definition: mutation.h:168

References _, Creature::add_msg_player_or_npc(), apply_damage(), body_part_name(), body_wetness, drench_capacity, Creature::get_body(), heal(), m_bad, m_good, and mutation_branch::weakness_to_water.

Referenced by suffer().

◆ suffer_while_awake()

void Character::suffer_while_awake ( int  current_stim)
private

Definition at line 301 of file suffer.cpp.

302{
304 ( weight_carried() > 4 * weight_capacity() ) ) {
305 if( has_effect( effect_downed ) ) {
306 add_effect( effect_downed, 1_turns, num_bp, 0 );
307 } else {
308 add_effect( effect_downed, 2_turns, num_bp, 0 );
309 }
310 }
313 }
317 }
318
320 if( one_turn_in( 8_hours ) ) {
322 _( "You're suddenly overcome with the urge to sleep and you pass out." ),
323 _( "<npcname>'s suddenly passes out." ) );
324 fall_asleep( 20_minutes );
325 }
326 }
327
329 if( current_stim > 50 && one_in( to_turns<int>( 30_minutes ) - ( current_stim * 6 ) ) ) {
330 add_effect( effect_shakes, 30_minutes + 1_turns * current_stim );
331 } else if( ( get_kcal_percent() < 0.95f ) &&
332 one_turn_in( 60_minutes - 1_seconds * ( max_stored_kcal() - get_stored_kcal() ) ) ) {
333 add_effect( effect_shakes, 40_minutes );
334 }
335 }
336
337 if( has_trait( trait_MOODSWINGS ) && one_turn_in( 6_hours ) ) {
338 if( rng( 1, 20 ) > 9 ) {
339 // 55% chance
340 add_morale( MORALE_MOODSWING, -100, -500 );
341 } else {
342 // 45% chance
343 add_morale( MORALE_MOODSWING, 100, 500 );
344 }
345 }
346
347 if( has_trait( trait_VOMITOUS ) && one_turn_in( 7_hours ) ) {
348 vomit();
349 }
350
351 if( has_trait( trait_SHOUT1 ) && one_turn_in( 6_hours ) ) {
352 shout();
353 }
354 if( has_trait( trait_SHOUT2 ) && one_turn_in( 4_hours ) ) {
355 shout();
356 }
357 if( has_trait( trait_SHOUT3 ) && one_turn_in( 3_hours ) ) {
358 shout();
359 }
360 if( has_trait( trait_M_SPORES ) && one_turn_in( 4_hours ) ) {
361 spores();
362 }
363 if( has_trait( trait_M_BLOSSOMS ) && one_turn_in( 3_hours ) ) {
364 blossoms();
365 }
366}
void suffer_from_chemimbalance()
Definition: suffer.cpp:368
void suffer_from_schizophrenia()
Definition: suffer.cpp:433
const morale_type MORALE_MOODSWING("morale_moodswing")
static const trait_id trait_JITTERY("JITTERY")
static const trait_id trait_SHOUT1("SHOUT1")
static const trait_id trait_NARCOLEPTIC("NARCOLEPTIC")
static const efftype_id effect_took_thorazine("took_thorazine")
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
static const trait_id trait_CHEMIMBALANCE("CHEMIMBALANCE")
static const trait_id trait_M_BLOSSOMS("M_BLOSSOMS")
static const trait_id trait_SHOUT3("SHOUT3")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const trait_id trait_M_SPORES("M_SPORES")
static const trait_id trait_MOODSWINGS("MOODSWINGS")

References _, Creature::add_effect(), add_morale(), Creature::add_msg_player_or_npc(), AEP_SCHIZO, blossoms(), effect_downed, effect_shakes, effect_took_thorazine, fall_asleep(), get_kcal_percent(), get_stored_kcal(), has_artifact_with(), Creature::has_effect(), has_trait(), m_bad, max_stored_kcal(), MORALE_MOODSWING, num_bp, one_in(), one_turn_in(), rng(), shout(), spores(), suffer_from_chemimbalance(), suffer_from_schizophrenia(), trait_CHEMIMBALANCE, trait_DEBUG_STORAGE, trait_JITTERY, trait_M_BLOSSOMS, trait_M_SPORES, trait_MOODSWINGS, trait_NARCOLEPTIC, trait_SCHIZOPHRENIC, trait_SHOUT1, trait_SHOUT2, trait_SHOUT3, trait_VOMITOUS, vomit(), weight_capacity(), and weight_carried().

Referenced by suffer().

◆ suffer_while_underwater()

void Character::suffer_while_underwater ( )
private

Definition at line 251 of file suffer.cpp.

252{
254 oxygen--;
255 }
256 if( oxygen < 12 && worn_with_flag( "REBREATHER" ) ) {
257 oxygen += 12;
258 }
259 if( oxygen <= 5 ) {
261 oxygen += 5;
263 } else {
264 add_msg_if_player( m_bad, _( "You're drowning!" ) );
265 apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 4 ) );
266 }
267 }
268 if( has_trait( trait_FRESHWATEROSMOSIS ) && !get_map().has_flag_ter( "SALT_WATER", pos() ) &&
270 mod_thirst( -1 );
271 }
272}
static const trait_id trait_FRESHWATEROSMOSIS("FRESHWATEROSMOSIS")
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")

References _, Creature::add_msg_if_player(), apply_damage(), bio_gills, get_map(), get_power_level(), get_thirst(), has_bionic(), has_trait(), m_bad, mod_power_level(), mod_thirst(), oxygen, pos(), bionic_data::power_trigger, rng(), trait_FRESHWATEROSMOSIS, trait_GILLS, trait_GILLS_CEPH, turgid, and worn_with_flag().

Referenced by suffer().

◆ suffer_without_sleep()

void Character::suffer_without_sleep ( int  sleep_deprivation)
private

Definition at line 1356 of file suffer.cpp.

1357{
1358 if( has_effect( effect_meth ) ) {
1359 return;
1360 }
1361 // redo as a snippet?
1363 if( one_turn_in( 50_minutes ) ) {
1364 switch( dice( 1, 4 ) ) {
1365 default:
1366 case 1:
1367 add_msg_player_or_npc( m_warning, _( "You tiredly rub your eyes." ),
1368 _( "<npcname> tiredly rubs their eyes." ) );
1369 break;
1370 case 2:
1371 add_msg_player_or_npc( m_warning, _( "You let out a small yawn." ),
1372 _( "<npcname> lets out a small yawn." ) );
1373 break;
1374 case 3:
1375 add_msg_player_or_npc( m_warning, _( "You stretch your back." ),
1376 _( "<npcname> stretches their back." ) );
1377 break;
1378 case 4:
1379 add_msg_player_or_npc( m_warning, _( "You feel mentally tired." ),
1380 _( "<npcname> lets out a huge yawn." ) );
1381 break;
1382 }
1383 }
1384 }
1385 // Minor discomfort
1387 if( one_turn_in( 75_minutes ) ) {
1388 add_msg_if_player( m_warning, _( "You feel lightheaded for a moment." ) );
1389 moves -= 10;
1390 }
1391 if( one_turn_in( 100_minutes ) ) {
1392 add_msg_if_player( m_warning, _( "Your muscles spasm uncomfortably." ) );
1393 mod_pain( 2 );
1394 }
1395 if( !has_effect( effect_visuals ) && one_turn_in( 150_minutes ) ) {
1396 add_msg_if_player( m_warning, _( "Your vision blurs a little." ) );
1397 add_effect( effect_visuals, rng( 1_minutes, 5_minutes ) );
1398 }
1399 }
1400 // Slight disability
1402 if( one_turn_in( 75_minutes ) ) {
1403 add_msg_if_player( m_bad, _( "Your mind lapses into unawareness briefly." ) );
1404 moves -= rng( 20, 80 );
1405 }
1406 if( one_turn_in( 125_minutes ) ) {
1407 add_msg_if_player( m_bad, _( "Your muscles ache in stressfully unpredictable ways." ) );
1408 mod_pain( rng( 2, 10 ) );
1409 }
1410 if( one_turn_in( 5_hours ) ) {
1411 add_msg_if_player( m_bad, _( "You have a distractingly painful headache." ) );
1412 mod_pain( rng( 10, 25 ) );
1413 }
1414 }
1415 // Major disability, high chance of passing out also relevant
1417 if( !has_effect( effect_nausea ) && one_turn_in( 500_minutes ) ) {
1418 add_msg_if_player( m_bad, _( "You feel heartburn and an acid taste in your mouth." ) );
1419 mod_pain( 5 );
1420 add_effect( effect_nausea, rng( 5_minutes, 30_minutes ) );
1421 }
1422 if( one_turn_in( 5_hours ) ) {
1423 add_msg_if_player( m_bad, _( "Your mind is so tired that you feel you can't trust "
1424 "your eyes anymore." ) );
1425 add_effect( effect_hallu, rng( 5_minutes, 60_minutes ) );
1426 }
1427 if( !has_effect( effect_shakes ) && one_turn_in( 425_minutes ) ) {
1428 add_msg_if_player( m_bad, _( "Your muscles spasm uncontrollably, and you have "
1429 "trouble keeping your balance." ) );
1430 add_effect( effect_shakes, 15_minutes );
1431 } else if( has_effect( effect_shakes ) && one_turn_in( 75_seconds ) ) {
1432 moves -= 10;
1433 add_msg_player_or_npc( m_warning, _( "Your shaking legs make you stumble." ),
1434 _( "<npcname> stumbles." ) );
1435 if( !has_effect( effect_downed ) && one_in( 10 ) ) {
1436 add_msg_player_or_npc( m_bad, _( "You fall over!" ), _( "<npcname> falls over!" ) );
1437 add_effect( effect_downed, rng( 3_turns, 10_turns ) );
1438 }
1439 }
1440 }
1441}
static const efftype_id effect_meth("meth")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dice(), effect_downed, effect_hallu, effect_meth, effect_nausea, effect_shakes, effect_visuals, harmless, Creature::has_effect(), m_bad, m_warning, major, minor, mod_pain(), Creature::moves, one_in(), one_turn_in(), rng(), serious, and sleep_deprivation.

Referenced by suffer().

◆ swim_speed()

int Character::swim_speed ( ) const

Returns the player's speed for swimming across water tiles.

Strength increases swim speed bonus from PAWS Strength increases swim speed bonus from PAWS_LARGE Strength increases swim speed bonus from swim_fins Strength increases swim speed bonus from WEBBED Swimming increases swim speed Strength increases swim speed Dexterity increases swim speed

Definition at line 808 of file character.cpp.

809{
810 int ret;
811 if( is_mounted() ) {
812 monster *mon = mounted_creature.get();
813 // no difference in swim speed by monster type yet.
814 // TODO: difference in swim speed by monster type.
815 // No monsters are currently mountable and can swim, though mods may allow this.
816 if( mon->swims() ) {
817 ret = 25;
818 ret += get_weight() / 120_gram - 50 * mon->get_size();
819 return ret;
820 }
821 }
822 const auto usable = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
823 float hand_bonus_mult = ( usable.test( bp_hand_l ) ? 0.5f : 0.0f ) +
824 ( usable.test( bp_hand_r ) ? 0.5f : 0.0f );
825
826 // base swim speed.
827 ret = ( 440 * mutation_value( "movecost_swim_modifier" ) ) + weight_carried() /
828 ( 60_gram / mutation_value( "movecost_swim_modifier" ) ) - 50 * get_skill_level( skill_swimming );
829 /** @EFFECT_STR increases swim speed bonus from PAWS */
830 if( has_trait( trait_PAWS ) ) {
831 ret -= hand_bonus_mult * ( 20 + str_cur * 3 );
832 }
833 /** @EFFECT_STR increases swim speed bonus from PAWS_LARGE */
834 if( has_trait( trait_PAWS_LARGE ) ) {
835 ret -= hand_bonus_mult * ( 20 + str_cur * 4 );
836 }
837 /** @EFFECT_STR increases swim speed bonus from swim_fins */
838 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) ||
839 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
840 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) &&
841 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
842 ret -= ( 15 * str_cur );
843 } else {
844 ret -= ( 15 * str_cur ) / 2;
845 }
846 }
847 /** @EFFECT_STR increases swim speed bonus from WEBBED */
848 if( has_trait( trait_WEBBED ) ) {
849 ret -= hand_bonus_mult * ( 60 + str_cur * 5 );
850 }
851 /** @EFFECT_SWIMMING increases swim speed */
852 ret += ( 50 - get_skill_level( skill_swimming ) * 2 ) * ( ( encumb( bp_leg_l ) + encumb(
853 bp_leg_r ) ) / 10 );
854 ret += ( 80 - get_skill_level( skill_swimming ) * 3 ) * ( encumb( bp_torso ) / 10 );
855 if( get_skill_level( skill_swimming ) < 10 ) {
856 for( auto &i : worn ) {
857 ret += i.volume() / 125_ml * ( 10 - get_skill_level( skill_swimming ) );
858 }
859 }
860 /** @EFFECT_STR increases swim speed */
861
862 /** @EFFECT_DEX increases swim speed */
863 ret -= str_cur * 6 + dex_cur * 4;
864 if( worn_with_flag( "FLOTATION" ) ) {
865 ret = std::min( ret, 400 );
866 ret = std::max( ret, 200 );
867 }
868 // If (ret > 500), we can not swim; so do not apply the underwater bonus.
869 if( is_underwater() && ret < 500 ) {
870 ret -= 50;
871 }
872
873 // Running movement mode while swimming means faster swim style, like crawlstroke
874 if( move_mode == CMM_RUN ) {
875 ret -= 80;
876 }
877 // Crouching movement mode while swimming means slower swim style, like breaststroke
878 if( move_mode == CMM_CROUCH ) {
879 ret += 50;
880 }
881
882 if( ret < 30 ) {
883 ret = 30;
884 }
885 return ret;
886}
static const skill_id skill_swimming("swimming")
static const trait_id trait_WEBBED("WEBBED")
static const trait_id trait_PAWS_LARGE("PAWS_LARGE")
static const trait_id trait_PAWS("PAWS")
bool swims() const
Definition: monster.cpp:955

References bp_hand_l, bp_hand_r, bp_leg_l, bp_leg_r, bp_torso, CMM_CROUCH, CMM_RUN, dex_cur, encumb(), exclusive_flag_coverage(), monster::get_size(), get_skill_level(), get_weight(), has_trait(), is_mounted(), Creature::is_underwater(), mounted_creature, move_mode, mutation_value(), cata::hash64_detail::ret, skill_swimming, str_cur, monster::swims(), trait_PAWS, trait_PAWS_LARGE, trait_WEBBED, weight_carried(), worn, and worn_with_flag().

Referenced by avatar_action::move(), avatar_action::swim(), and game::vertical_move().

◆ switch_mutations()

void Character::switch_mutations ( const trait_id switched,
const trait_id target,
bool  start_powered 
)

Unset switched mutation and set target mutation instead.

Definition at line 182 of file mutation.cpp.

184{
185 unset_mutation( switched );
186 mutation_loss_effect( switched );
187
188 set_mutation( target );
189 my_mutations[target].powered = start_powered;
190 mutation_effect( target );
191}

References mutation_effect(), mutation_loss_effect(), my_mutations, set_mutation(), and unset_mutation().

Referenced by activate_mutation(), and deactivate_mutation().

◆ symbol()

const std::string & Character::symbol ( ) const
overridevirtual

Implements Creature.

Definition at line 531 of file character.cpp.

532{
533 static const std::string character_symbol( "@" );
534 return character_symbol;
535}

Referenced by anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and avatar::memorize_symbol().

◆ symbol_color()

nc_color Character::symbol_color ( ) const
overridevirtual

Implements Creature.

Definition at line 6025 of file character.cpp.

6026{
6027 nc_color basic = basic_symbol_color();
6028
6029 if( has_effect( effect_downed ) ) {
6030 return hilite( basic );
6031 } else if( has_effect( effect_grabbed ) ) {
6032 return cyan_background( basic );
6033 }
6034
6035 const auto &fields = get_map().field_at( pos() );
6036
6037 // Priority: electricity, fire, acid, gases
6038 bool has_elec = false;
6039 bool has_fire = false;
6040 bool has_acid = false;
6041 bool has_fume = false;
6042 for( const auto &field : fields ) {
6043 has_elec = field.first.obj().has_elec;
6044 if( has_elec ) {
6045 return hilite( basic );
6046 }
6047 has_fire = field.first.obj().has_fire;
6048 has_acid = field.first.obj().has_acid;
6049 has_fume = field.first.obj().has_fume;
6050 }
6051 if( has_fire ) {
6052 return red_background( basic );
6053 }
6054 if( has_acid ) {
6055 return green_background( basic );
6056 }
6057 if( has_fume ) {
6058 return white_background( basic );
6059 }
6060 if( in_sleep_state() ) {
6061 return hilite( basic );
6062 }
6063 return basic;
6064}
nc_color basic_symbol_color() const override
Definition: character.cpp:5995
A variable sized collection of field entries on a given map square.
Definition: field.h:131
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5397
nc_color white_background(const nc_color &c)
Definition: color.cpp:521
nc_color green_background(const nc_color &c)
Definition: color.cpp:527
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
nc_color cyan_background(const nc_color &c)
Definition: color.cpp:545
nc_color hilite(const nc_color &c)
Definition: color.cpp:509

References basic_symbol_color(), cyan_background(), effect_downed, effect_grabbed, map::field_at(), get_map(), green_background(), Creature::has_effect(), has_fire(), hilite(), in_sleep_state(), pos(), red_background(), and white_background().

Referenced by overmap_ui::draw_ascii(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and game::list_monsters().

◆ takeoff()

bool Character::takeoff ( item it,
std::list< item > *  res = nullptr 
)

Take off an item.

May start an activity.

Parameters
itItem to take off
[out]resIf set, moves resulting item into the list.
Returns
true on success

Definition at line 3030 of file character.cpp.

3031{
3032 const auto ret = can_takeoff( it, res );
3033 if( !ret.success() ) {
3034 add_msg( m_info, "%s", ret.c_str() );
3035 return false;
3036 }
3037
3038 auto iter = std::find_if( worn.begin(), worn.end(), [ &it ]( const item & wit ) {
3039 return &it == &wit;
3040 } );
3041
3042 if( res == nullptr ) {
3044 if( is_npc() || query_yn( _( "No room in inventory for your %s. Drop it?" ),
3045 colorize( it.tname(), it.color_in_inventory() ) ) ) {
3046 item_location loc( *this, &it );
3047 drop( loc, pos() );
3048 return true; // the drop activity ends up taking off the item anyway so shouldn't try to do it again here
3049 } else {
3050 return false;
3051 }
3052 }
3053 iter->on_takeoff( *this );
3055 } else {
3056 iter->on_takeoff( *this );
3057 res->push_back( it );
3058 }
3059
3060 add_msg_player_or_npc( _( "You take off your %s." ),
3061 _( "<npcname> takes off their %s." ),
3062 it.tname() );
3063
3064 // TODO: Make this variable
3065 mod_moves( -250 );
3066 worn.erase( iter );
3067
3070
3071 return true;
3072}
units::volume volume_capacity_reduced_by(const units::volume &mod, const excluded_stacks &without={}) const
Definition: character.cpp:2662
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4127
units::volume get_storage() const
Returns the storage amount (islot_armor::storage) that this item provides when worn.
Definition: item.cpp:5732

References _, inventory::add_item_keep_invlet(), add_msg(), Creature::add_msg_player_or_npc(), can_takeoff(), item::color_in_inventory(), colorize(), drop(), item::get_storage(), inv, Creature::is_npc(), m_info, Creature::mod_moves(), pos(), query_yn(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::volume(), volume_capacity_reduced_by(), volume_carried(), and worn.

Referenced by npc::adjust_worn(), pickup::obtain_and_tokenize_items(), examine_item_menu::run(), show_armor_layers_ui(), takeoff(), and npc::wear_if_wanted().

◆ temp_corrected_by_climate_control()

int Character::temp_corrected_by_climate_control ( int  temperature) const

Value of the body temperature corrected by climate control.

Definition at line 9539 of file character.cpp.

9540{
9541 const int variation = int( BODYTEMP_NORM * 0.5 );
9542 if( temperature < BODYTEMP_SCORCHING + variation &&
9543 temperature > BODYTEMP_FREEZING - variation ) {
9546 } else if( temperature > BODYTEMP_VERY_HOT ) {
9548 } else if( temperature > BODYTEMP_HOT ) {
9550 } else if( temperature < BODYTEMP_FREEZING ) {
9552 } else if( temperature < BODYTEMP_VERY_COLD ) {
9554 } else if( temperature < BODYTEMP_COLD ) {
9556 }
9557 }
9558 return temperature;
9559}

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, and BODYTEMP_VERY_HOT.

Referenced by update_bodytemp().

◆ temp_equalizer()

void Character::temp_equalizer ( const bodypart_id bp1,
const bodypart_id bp2 
)

Equalizes heat between body parts.

Definition at line 5694 of file character.cpp.

5695{
5696 // Body heat is moved around.
5697 // If bp1 is warmer, it will lose heat
5698 int diff = static_cast<int>( ( temp_cur[bp2->token] - temp_cur[bp1->token] ) * 0.001 );
5699 temp_cur[bp1->token] += diff;
5700 temp_cur[bp2->token] -= diff;
5701}

References temp_cur.

Referenced by update_bodytemp().

◆ throw_range()

int Character::throw_range ( const item it) const

Maximum thrown range with a given item, taking all active effects into account.

Strength determines maximum weight that can be thrown Strength increases throwing range, vs item weight (high or low) Strength caps throwing range Throw caps throwing range

Definition at line 6183 of file character.cpp.

6184{
6185 if( it.is_null() ) {
6186 return -1;
6187 }
6188
6189 item tmp = it;
6190
6191 if( tmp.count_by_charges() && tmp.charges > 1 ) {
6192 tmp.charges = 1;
6193 }
6194
6195 /** @EFFECT_STR determines maximum weight that can be thrown */
6196 if( ( tmp.weight() / 113_gram ) > static_cast<int>( str_cur * 15 ) ) {
6197 return 0;
6198 }
6199 // Increases as weight decreases until 150 g, then decreases again
6200 /** @EFFECT_STR increases throwing range, vs item weight (high or low) */
6201 int str_override = str_cur;
6202 if( is_mounted() ) {
6203 auto mons = mounted_creature.get();
6204 str_override = mons->mech_str_addition() != 0 ? mons->mech_str_addition() : str_cur;
6205 }
6206 int ret = ( str_override * 10 ) / ( tmp.weight() >= 150_gram ? tmp.weight() / 113_gram : 10 -
6207 static_cast<int>(
6208 tmp.weight() / 15_gram ) );
6209 ret -= tmp.volume() / 1_liter;
6210 static const std::set<material_id> affected_materials = { material_id( "iron" ), material_id( "steel" ) };
6211 if( has_active_bionic( bio_railgun ) && tmp.made_of_any( affected_materials ) ) {
6212 ret *= 2;
6213 }
6214 if( ret < 1 ) {
6215 return 1;
6216 }
6217 // Cap at double our strength + skill
6218 /** @EFFECT_STR caps throwing range */
6219
6220 /** @EFFECT_THROW caps throwing range */
6221 if( ret > str_override * 3 + get_skill_level( skill_throw ) ) {
6222 return str_override * 3 + get_skill_level( skill_throw );
6223 }
6224
6225 return ret;
6226}
static const bionic_id bio_railgun("bio_railgun")
static const skill_id skill_throw("throw")

References bio_railgun, item::charges, item::count_by_charges(), get_skill_level(), has_active_bionic(), is_mounted(), item::is_null(), item::made_of_any(), mounted_creature, cata::hash64_detail::ret, skill_throw, str_cur, item::volume(), and item::weight().

Referenced by npc::alt_attack(), target_handler::mode_throw(), and avatar_action::plthrow().

◆ toggle_trait()

void Character::toggle_trait ( const trait_id trait_)

Toggles a trait on the player and in their mutation list.

Definition at line 125 of file mutation.cpp.

126{
127 // Take copy of argument because it might be a reference into a container
128 // we're about to erase from.
129 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
130 const trait_id trait = trait_;
131 const auto titer = my_traits.find( trait );
132 const auto miter = my_mutations.find( trait );
133 // These shouldn't be inlined, otherwise the sync check uses invalid iterators
134 bool no_trait = titer == my_traits.end();
135 bool no_mutation = miter == my_mutations.end();
136 if( no_trait ) {
137 my_traits.insert( trait );
138 } else {
139 my_traits.erase( titer );
140 }
141 if( no_trait != no_mutation ) {
142 debugmsg( "my_traits and my_mutations were out of sync for %s\n", trait.str() );
143 return;
144 }
145 if( no_mutation ) {
146 set_mutation( trait );
147 } else {
148 unset_mutation( trait );
149 }
150}

References debugmsg, my_mutations, my_traits, set_mutation(), string_id< T >::str(), and unset_mutation().

Referenced by newcharacter::add_traits(), clear_mutations(), avatar::create(), tutorial_game::init(), wish_mutate_callback::key(), avatar::randomize(), npc::randomize(), reset_scenario(), set_profession(), set_traits(), and gun_actor::shoot().

◆ unarmed_attack()

bool Character::unarmed_attack ( ) const

True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.

Definition at line 182 of file melee.cpp.

183{
184 const item &weap = used_weapon();
185 return weap.is_null() || weap.has_flag( "UNARMED_WEAPON" );
186}

References item::has_flag(), item::is_null(), and used_weapon().

Referenced by mattack::copbot(), has_weapon(), conditional_t< T >::set_can_stow_weapon(), and conditional_t< T >::set_has_weapon().

◆ uncanny_dodge()

bool Character::uncanny_dodge ( )
overridevirtual

Handles the uncanny dodge bionic and effects, returns true if the creature successfully dodges.

Reimplemented from Creature.

Definition at line 10630 of file character.cpp.

10631{
10632 return character_funcs::try_uncanny_dodge( *this );
10633}
bool try_uncanny_dodge(Character &who)
Try to execute an uncanny dodge bionic ability.

References character_funcs::try_uncanny_dodge().

Referenced by mattack::grab(), and mattack::science().

◆ unimpaired_range()

int Character::unimpaired_range ( ) const

Returns the player maximum vision range factoring in mutations, diseases, and other effects.

Definition at line 621 of file character.cpp.

622{
623 return std::min( sight_max, 60 );
624}

References sight_max.

Referenced by sees().

◆ uninstall_bionic() [1/2]

bool Character::uninstall_bionic ( const bionic target_cbm,
monster installer,
player patient,
float  adjusted_skill 
)

Used by monster to perform surgery.

Definition at line 2193 of file bionics.cpp.

2195{
2196 if( installer.ammo[itype_anesthetic] <= 0 ) {
2197 if( g->u.sees( installer ) ) {
2198 add_msg( _( "The %s's anesthesia kit looks empty." ), installer.name() );
2199 }
2200 return false;
2201 }
2202
2203 const itype_id itemtype = target_cbm.info().itype();
2204 int difficulty = itemtype.is_valid() ? itemtype->bionic->difficulty : BIONIC_NOITEM_DIFFICULTY;
2205 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2206 int success = chance_of_success - rng( 1, 100 );
2207
2208 const time_duration duration = difficulty * 20_minutes;
2209 // don't stack up the effect
2210 if( !installer.has_effect( effect_operating ) ) {
2211 installer.add_effect( effect_operating, duration + 5_turns );
2212 }
2213
2214 if( patient.is_player() ) {
2215 add_msg( m_bad,
2216 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2217 } else if( g->u.sees( installer ) ) {
2218 add_msg( m_bad,
2219 _( "The %1$s gently inserts a syringe into %2$s's arm and starts injecting something while holding them down." ),
2220 installer.name(), patient.disp_name() );
2221 }
2222
2223 installer.ammo[itype_anesthetic] -= 1;
2224
2225 patient.add_effect( effect_narcosis, duration );
2226 patient.add_effect( effect_sleep, duration );
2227
2228 if( patient.is_player() ) {
2229 add_msg( _( "You fall asleep and %1$s starts operating." ), installer.disp_name() );
2230 } else if( g->u.sees( patient ) ) {
2231 add_msg( _( "%1$s falls asleep and %2$s starts operating." ), patient.disp_name(),
2232 installer.disp_name() );
2233 }
2234
2235 if( success > 0 ) {
2236
2237 if( patient.is_player() ) {
2238 add_msg( m_neutral, _( "Your parts are jiggled back into their familiar places." ) );
2239 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2240 } else if( patient.is_npc() && g->u.sees( patient ) ) {
2241 add_msg( m_neutral, _( "%s's parts are jiggled back into their familiar places." ),
2242 patient.disp_name() );
2243 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2244 }
2245
2246 // remove power bank provided by bionic
2247 patient.mod_max_power_level( -target_cbm.info().capacity );
2248 patient.remove_bionic( target_cbm.id );
2249 const itype_id iid = itemtype.is_valid() ? itemtype : itype_burnt_out_bionic;
2251 cbm.faults.emplace( fault_bionic_nonsterile );
2252 get_map().add_item( patient.pos(), cbm );
2253 } else {
2254 bionics_uninstall_failure( installer, patient, difficulty, success, adjusted_skill );
2255 }
2256
2257 return false;
2258}
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_operating("operating")
static const itype_id itype_anesthetic("anesthetic")
std::map< itype_id, int > ammo
Definition: monster.h:511
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Definition: monster.cpp:537
bool is_npc() const override
Definition: player.h:103

References _, Creature::add_effect(), monster::add_effect(), map::add_item(), add_msg(), monster::ammo, itype::bionic, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_uninstall_failure(), bionic_data::capacity, disp_name(), monster::disp_name(), effect_narcosis, effect_operating, effect_sleep, fault_bionic_nonsterile, item::faults, g, get_map(), Creature::has_effect(), bionic::id, bionic::info(), player::is_npc(), player::is_player(), string_id< T >::is_valid(), bionic_data::itype(), itype_anesthetic, itype_burnt_out_bionic, m_bad, m_mixed, m_neutral, mod_max_power_level(), bionic_data::name, monster::name(), pos(), remove_bionic(), rng(), calendar::start_of_cataclysm, and behavior::success.

◆ uninstall_bionic() [2/2]

bool Character::uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2089 of file bionics.cpp.

2091{
2092 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
2093 int difficulty = BIONIC_NOITEM_DIFFICULTY;
2094 if( b_id->itype().is_valid() ) {
2095 const itype *type = &*b_id->itype();
2096 if( type->bionic ) {
2097 difficulty = type->bionic->difficulty;
2098 }
2099 }
2100
2101 // removal of bionics adds +2 difficulty over installation
2102 float adjusted_skill;
2103 int pl_skill;
2104 if( autodoc ) {
2105 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2108 skill_level );
2109 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2112 skill_level );
2113 } else {
2114 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2117 skill_level );
2118 pl_skill = installer.bionics_pl_skill( skill_electronics,
2121 skill_level );
2122 }
2123
2124 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2125
2126 // Surgery is imminent, retract claws or blade if active
2127 for( bionic &bio : *installer.my_bionics ) {
2128 if( bio.powered && bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
2129 installer.deactivate_bionic( bio );
2130 }
2131 }
2132
2133 int success = chance_of_success - rng( 1, 100 );
2134 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2135 perform_uninstall( b_id, difficulty, success, b_id->capacity, pl_skill );
2136 return true;
2137 }
2138 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2139
2140 activity.values.push_back( difficulty );
2141 activity.values.push_back( success );
2142 activity.values.push_back( units::to_kilojoule( b_id->capacity ) );
2143 activity.values.push_back( pl_skill );
2144 activity.str_values.push_back( "uninstall" );
2145 activity.str_values.push_back( b_id.str() );
2146 activity.str_values.push_back( "" ); // installer_name is unused for uninstall
2147 if( autodoc ) {
2148 activity.str_values.push_back( "true" );
2149 } else {
2150 activity.str_values.push_back( "false" );
2151 }
2152 for( const std::pair<const bodypart_str_id, int> &elem : b_id->occupied_bodyparts ) {
2153 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2154 }
2155
2156 return true;
2157}
void perform_uninstall(bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
Succes or failure of removal happens here.
Definition: bionics.cpp:2159

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::capacity, deactivate_bionic(), effect_under_op, flag_BIONIC_WEAPON, bionic_data::has_flag(), has_trait(), bionic::info(), string_id< T >::is_valid(), bionic_data::itype(), my_bionics, bionic_data::occupied_bodyparts, perform_uninstall(), bionic::powered, rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_kilojoule(), trait_DEBUG_BIONICS, type, and player_activity::values.

Referenced by iexamine::autodoc().

◆ unset_mutation()

void Character::unset_mutation ( const trait_id trait_)

Definition at line 165 of file mutation.cpp.

166{
167 // Take copy of argument because it might be a reference into a container
168 // we're about to erase from.
169 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
170 const trait_id trait = trait_;
171 const auto iter = my_mutations.find( trait );
172 if( iter == my_mutations.end() ) {
173 return;
174 }
175 my_mutations.erase( iter );
177 mutation_loss_effect( trait );
180}

References mutation_loss_effect(), my_mutations, rebuild_mutation_cache(), recalc_sight_limits(), and reset_encumbrance().

Referenced by clear_mutations(), wish_mutate_callback::key(), marloss_common(), mutate_towards(), iuse::mycus(), remove_mutation(), talk_effect_fun_t::set_remove_trait(), switch_mutations(), test_crossing_threshold(), toggle_trait(), and try_reject_mutagen().

◆ unwield()

bool Character::unwield ( )

Removes currently wielded item (if any)

Definition at line 3122 of file character.cpp.

3123{
3124 if( weapon.is_null() ) {
3125 return true;
3126 }
3127
3128 if( !can_unwield( weapon ).success() ) {
3129 return false;
3130 }
3131
3132 const std::string query = string_format( _( "Stop wielding %s?" ), weapon.tname() );
3133
3134 if( !dispose_item( item_location( *this, &weapon ), query ) ) {
3135 return false;
3136 }
3137
3138 inv.unsort();
3139
3140 return true;
3141}

References _, can_unwield(), dispose_item(), inv, item::is_null(), string_format(), behavior::success, item::tname(), inventory::unsort(), and weapon.

Referenced by character_funcs::try_wield_contents(), avatar::wield(), and avatar_action::wield().

◆ update_body() [1/2]

void Character::update_body ( )

Updates all "biology" by one turn.

Should be called once every turn.

Definition at line 4674 of file character.cpp.

4675{
4677}
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4674

References calendar::turn, and update_body().

Referenced by game::do_turn(), npc::npc_update_body(), npc::on_load(), and update_body().

◆ update_body() [2/2]

void Character::update_body ( const time_point from,
const time_point to 
)

Updates all "biology" as if time between from and to passed.

Definition at line 4679 of file character.cpp.

4680{
4681 if( !is_npc() ) {
4682 update_stamina( to_turns<int>( to - from ) );
4683 }
4684 update_stomach( from, to );
4686 if( ticks_between( from, to, 3_minutes ) > 0 ) {
4687 magic->update_mana( *this->as_player(), to_turns<double>( 3_minutes ) );
4688 }
4689 const int five_mins = ticks_between( from, to, 5_minutes );
4690 if( five_mins > 0 ) {
4692 update_needs( five_mins );
4693 regen( five_mins );
4694 // Note: mend ticks once per 5 minutes, but wants rate in TURNS, not 5 minute intervals
4695 // TODO: change @ref med to take time_duration
4696 mend( five_mins * to_turns<int>( 5_minutes ) );
4697 }
4698 if( ticks_between( from, to, 24_hours ) > 0 ) {
4700 }
4701
4702 const int thirty_mins = ticks_between( from, to, 30_minutes );
4703 if( thirty_mins > 0 ) {
4704 // Radiation kills health even at low doses
4706 }
4707
4708 for( const auto &v : vitamin::all() ) {
4709 const time_duration rate = vitamin_rate( v.first );
4710 if( rate > 0_turns ) {
4711 int qty = ticks_between( from, to, rate );
4712 if( qty > 0 ) {
4713 vitamin_mod( v.first, 0 - qty );
4714 }
4715
4716 } else if( rate < 0_turns ) {
4717 // mutations can result in vitamins being generated (but never accumulated)
4718 int qty = ticks_between( from, to, -rate );
4719 if( qty > 0 ) {
4720 vitamin_mod( v.first, qty );
4721 }
4722 }
4723 }
4724
4725 do_skill_rust();
4726}
int ticks_between(const time_point &from, const time_point &to, const time_duration &tick_length)
Definition: character.cpp:4667
static const trait_id trait_RADIOGENIC("RADIOGENIC")
void check_needs_extremes()
Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.
Definition: character.cpp:4981
void do_skill_rust()
Definition: character.cpp:3585
void update_needs(int rate_multiplier)
Increases hunger, thirst, fatigue and stimulants wearing off.
Definition: character.cpp:4785
virtual void update_health(int external_modifiers=0)
Handles health fluctuations over time.
Definition: character.cpp:4630
void regen(int rate_multiplier)
Handles passive regeneration of pain and maybe hp.
Definition: character.cpp:4557
void update_stomach(const time_point &from, const time_point &to)
Updates the stomach to give accurate hunger messages.
Definition: character.cpp:4742
void mend(int rate_multiplier)
Handles the chance for broken limbs to spontaneously heal to 1 HP.
Definition: suffer.cpp:1578
time_duration vitamin_rate(const vitamin_id &vit) const
Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.
void enforce_minimum_healing()
Definition: character.cpp:4620
void update_stamina(int turns)
Regenerates stamina.
Definition: character.cpp:7149

References vitamin::all(), Creature::as_player(), check_needs_extremes(), do_skill_rust(), enforce_minimum_healing(), get_rad(), has_trait(), Creature::is_npc(), magic, mend(), recalculate_enchantment_cache(), regen(), ticks_between(), trait_RADIOGENIC, update_health(), update_needs(), update_stamina(), update_stomach(), vitamin_mod(), and vitamin_rate().

◆ update_bodytemp()

void Character::update_bodytemp ( const map m,
const weather_manager weather 
)

Maintains body temperature.

Calculations that affect all body parts equally go here, not in the loop

Source : http://www.atc.army.mil/weather/windchill.pdf

Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.

1200 turns in low risk, + 3 tics 450 turns in moderate risk, + 8 tics 50 turns in high risk, +72 tics

Let's say frostnip @ 1800 tics, frostbite @ 3600 tics

Chunked into 8 parts (http://imgur.com/xlTPmJF)

– 2 hour risk – Between 30F and 10F Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph – 45 minute risk – Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph Between 10F and -5F, greater than 20mph Less than -5F, less than 10 mph Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph – 5 minute risk – Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph Less than -35F, more than 10 mp

Definition at line 5200 of file character.cpp.

5201{
5202 if( has_trait( trait_DEBUG_NOTEMP ) ) {
5203 temp_cur.fill( BODYTEMP_NORM );
5204 temp_conv.fill( BODYTEMP_NORM );
5205 return;
5206 }
5207 /* Cache calls to g->get_temperature( player position ), used in several places in function */
5208 const auto player_local_temp = weather.get_temperature( pos() );
5209 // NOTE : visit weather.h for some details on the numbers used
5210 // In Celsius / 100
5211 int Ctemperature = static_cast<int>( 100 * units::fahrenheit_to_celsius( player_local_temp ) );
5212 const w_point &weather_point = get_weather().get_precise();
5213 int vehwindspeed = 0;
5214 const optional_vpart_position vp = m.veh_at( pos() );
5215 if( vp ) {
5216 vehwindspeed = std::abs( vp->vehicle().velocity / 100 ); // vehicle velocity in mph
5217 }
5218 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
5219 bool sheltered = weather::is_sheltered( m, pos() );
5220 double total_windpower = get_local_windpower( weather.windspeed + vehwindspeed, cur_om_ter,
5221 pos(),
5222 weather.winddirection, sheltered );
5223 int air_humidity = get_local_humidity( weather_point.humidity, weather.weather_id,
5224 sheltered );
5225 // Let's cache this not to check it num_bp times
5226 const bool has_bark = has_trait( trait_BARK );
5227 const bool has_heatsink = has_bionic( bio_heatsink ) || is_wearing( itype_rm13_armor_on ) ||
5229 const bool has_climate_control = in_climate_control();
5230 const bool use_floor_warmth = can_use_floor_warmth();
5231 // In bodytemp units
5232 const int ambient_norm = 1900 - BODYTEMP_NORM;
5233
5234 /**
5235 * Calculations that affect all body parts equally go here, not in the loop
5236 */
5237 const int sunlight_warmth = weather::is_in_sunlight( m, pos(), weather.weather_id )
5238 ? ( weather.weather_id->sun_intensity == sun_intensity_type::high ? 1000 : 500 )
5239 : 0;
5240 const int best_fire = get_heat_radiation( pos(), true );
5241 const bool pyromania = has_trait( trait_PYROMANIA );
5242
5243 const int lying_warmth = use_floor_warmth ? floor_warmth( pos() ) : 0;
5244 const int water_temperature_raw =
5245 100 * units::fahrenheit_to_celsius( weather.get_water_temperature( pos() ) );
5246 // Rescale so that 0C is 0 (FREEZING) and 30C is 5k (NORM).
5247 const int water_temperature = water_temperature_raw * 5 / 3;
5248
5249 // Correction of body temperature due to traits and mutations
5250 // Lower heat is applied always
5251 const int mutation_heat_low = bodytemp_modifier_traits( true );
5252 const int mutation_heat_high = bodytemp_modifier_traits( false );
5253 // Difference between high and low is the "safe" heat - one we only apply if it's beneficial
5254 const int mutation_heat_bonus = mutation_heat_high - mutation_heat_low;
5255
5256 // Note: this is included in @ref weather::get_temperature(), so don't add to bodytemp!
5257 const int h_radiation = get_heat_radiation( pos(), false );
5258
5259 // If you're standing in water, air temperature is replaced by water temperature. No wind.
5260 const ter_id ter_at_pos = m.ter( pos() );
5261 const bool submerged = !in_vehicle && ter_at_pos->has_flag( TFLAG_DEEP_WATER );
5262 const bool submerged_low = !in_vehicle && ( submerged || ter_at_pos->has_flag( TFLAG_SWIMMABLE ) );
5263
5264 std::map<bodypart_id, std::vector<const item *>> clothing_map;
5265 std::map<bodypart_id, std::vector<const item *>> bonus_clothing_map;
5266 for( const bodypart_id &bp : get_all_body_parts() ) {
5267 clothing_map.emplace( bp, std::vector<const item *>() );
5268 bonus_clothing_map.emplace( bp, std::vector<const item *>() );
5269 // HACK: we're using temp_conv here to temporarily save
5270 // temperature values from before equalization.
5271 temp_conv[bp->token] = temp_cur[bp->token];
5272 }
5273
5274 // EQUALIZATION
5275 // We run it outside the loop because we can and so we should
5276 // Also, it makes bonus heat application more stable
5277 // TODO: Affect future convection temperature instead (might require adding back to loop)
5283
5286
5289
5290 for( const item &it : worn ) {
5291 // TODO: Port body part set id changes
5292 const body_part_set &covered = it.get_covered_body_parts();
5293 for( size_t i = 0; i < num_bp; i++ ) {
5294 body_part token = static_cast<body_part>( i );
5295 if( covered.test( token ) ) {
5296 clothing_map[convert_bp( token )].emplace_back( &it );
5297 }
5298 if( it.has_flag( flag_HOOD ) ) {
5299 bonus_clothing_map[body_part_head].emplace_back( &it );
5300 }
5301 if( it.has_flag( flag_COLLAR ) ) {
5302 bonus_clothing_map[body_part_mouth].emplace_back( &it );
5303 }
5304 if( it.has_flag( flag_POCKETS ) ) {
5305 bonus_clothing_map[body_part_hand_l].emplace_back( &it );
5306 bonus_clothing_map[body_part_hand_r].emplace_back( &it );
5307 }
5308 }
5309 }
5310 // If player is wielding something large, pockets are not usable
5311 if( weapon.volume() >= 500_ml ) {
5312 bonus_clothing_map[body_part_hand_l].clear();
5313 bonus_clothing_map[body_part_hand_r].clear();
5314 }
5315 // If player's head is encumbered, hood can't be put up
5316 if( encumb( body_part_head->token ) >= 10 ) {
5317 bonus_clothing_map[body_part_head].clear();
5318 }
5319 // Similar for mouth
5320 if( encumb( body_part_mouth->token ) >= 10 ) {
5321 bonus_clothing_map[body_part_mouth].clear();
5322 }
5323
5324 std::map<bodypart_id, int> warmth_per_bp = warmth::from_clothing( clothing_map );
5325 std::map<bodypart_id, int> bonus_warmth_per_bp = warmth::bonus_from_clothing( bonus_clothing_map );
5326 for( const auto &pr : warmth::from_effects( *this ) ) {
5327 warmth_per_bp[pr.first] += pr.second;
5328 }
5329
5330 std::map<bodypart_id, int> wind_res_per_bp = warmth::wind_resistance_from_clothing( clothing_map );
5331 std::map<bodypart_id, int> wind_res_per_bp_bonus = warmth::wind_resistance_from_clothing(
5332 bonus_clothing_map );
5333 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5334 int exposed = std::max( 0, 100 - bp_wind_res.second );
5335 int exposed_bonus = std::max( 0, 100 - wind_res_per_bp_bonus.at( bp_wind_res.first ) );
5336 int exposed_final = exposed * exposed_bonus / ( 100 * 100 );
5337 bp_wind_res.second = 100 - exposed_final;
5338 }
5340 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5341 bp_wind_res.second = 100;
5342 }
5343 }
5344 // We might not use this at all, so leave it empty
5345 // If we do need to use it, we'll initialize it (once) there
5346 std::map<bodypart_id, int> fire_armor_per_bp;
5347
5348 // Current temperature and converging temperature calculations
5349 for( const bodypart_id &bp : get_all_body_parts() ) {
5350 // Skip eyes
5351 if( bp == bodypart_id( "eyes" ) ) {
5352 continue;
5353 }
5354
5355 const bool submerged_bp = submerged ||
5356 ( submerged_low &&
5357 ( bp == body_part_foot_l ||
5358 bp == body_part_foot_r ||
5359 bp == body_part_leg_l ||
5360 bp == body_part_leg_r ) );
5361 // This adjusts the temperature scale to match the bodytemp scale
5362 const int adjusted_temp = submerged_bp ?
5363 water_temperature :
5364 ( Ctemperature - ambient_norm );
5365
5366 // Represents the fact that the body generates heat when it is cold.
5367 double scaled_temperature = logarithmic_range( BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT,
5368 temp_cur[bp->token] );
5369 // Produces a smooth curve between 30.0 and 60.0.
5370 double homeostasis_adjustment = 30.0 * ( 1.0 + scaled_temperature );
5371 int clothing_warmth_adjustment = static_cast<int>( homeostasis_adjustment * warmth_per_bp[bp] );
5372 int clothing_warmth_adjusted_bonus = static_cast<int>( homeostasis_adjustment *
5373 bonus_warmth_per_bp[bp] );
5374 // WINDCHILL
5375 double bp_windpower = total_windpower * ( 1 - wind_res_per_bp[bp] / 100.0 );
5376 // Calculate windchill
5377 int windchill = submerged_bp
5378 ? 0
5379 : get_local_windchill( player_local_temp,
5380 air_humidity,
5381 bp_windpower );
5382
5383 // Convergent temperature is affected by ambient temperature,
5384 // clothing warmth, and body wetness.
5385 int bp_conv = adjusted_temp
5386 + windchill * 100
5387 + clothing_warmth_adjustment
5388 + mutation_heat_low
5389 + sunlight_warmth;
5390
5391 // Bark : lowers blister count to -5; harder to get blisters
5392 // If the counter is high, your skin starts to burn
5393 int blister_count = ( has_bark ? -5 : 0 );
5394
5395 if( frostbite_timer[bp->token] > 0 ) {
5396 frostbite_timer[bp->token] -= std::min( 5, h_radiation );
5397 }
5398 blister_count += h_radiation - 111 > 0 ?
5399 std::max( static_cast<int>( std::sqrt( h_radiation - 111 ) ), 0 ) : 0;
5400
5401 if( has_heatsink ) {
5402 blister_count -= 20;
5403 }
5404 if( fire_armor_per_bp.empty() && blister_count > 0 ) {
5405 fire_armor_per_bp = get_armor_fire( clothing_map );
5406 }
5407 // BLISTERS : Skin gets blisters from intense heat exposure.
5408 // Fire protection protects from blisters.
5409 // Heatsinks give near-immunity.
5410 if( blister_count - fire_armor_per_bp[bp] > 0 ) {
5411 add_effect( effect_blisters, 1_turns, bp->token );
5412 if( pyromania ) {
5413 add_morale( MORALE_PYROMANIA_NEARFIRE, 10, 10, 1_hours,
5414 30_minutes ); // Proximity that's close enough to harm us gives us a bit of a thrill
5416 }
5417 } else if( pyromania && best_fire >= 1 ) { // Only give us fire bonus if there's actually fire
5418 add_morale( MORALE_PYROMANIA_NEARFIRE, 5, 5, 30_minutes,
5419 15_minutes ); // Gain a much smaller mood boost even if it doesn't hurt us
5421 }
5422
5423 // Climate Control eases the effects of high and low ambient temps
5424 if( has_climate_control ) {
5425 bp_conv = temp_corrected_by_climate_control( bp_conv );
5426 }
5427
5428 int bonus_fire_warmth = best_fire * 500;
5429
5430 const int comfortable_warmth = bonus_fire_warmth + lying_warmth;
5431 const int bonus_warmth = comfortable_warmth + mutation_heat_bonus + clothing_warmth_adjusted_bonus;
5432 if( bonus_warmth > 0 ) {
5433 // Approximate bp_conv needed to reach comfortable temperature in this very turn
5434 // Basically inverted formula for temp_cur below
5435 int desired = 501 * BODYTEMP_NORM - 499 * temp_cur[bp->token];
5436 if( std::abs( BODYTEMP_NORM - desired ) < 1000 ) {
5437 desired = BODYTEMP_NORM; // Ensure that it converges
5438 } else if( desired > BODYTEMP_HOT ) {
5439 desired = BODYTEMP_HOT; // Cap excess at sane temperature
5440 }
5441
5442 if( desired < bp_conv ) {
5443 // Too hot, can't help here
5444 } else if( desired < bp_conv + bonus_warmth ) {
5445 // Use some heat, but not all of it
5446 bp_conv = desired;
5447 } else {
5448 // Use all the heat
5449 bp_conv += bonus_warmth;
5450 }
5451
5452 // Morale bonus for comfiness - only if actually comfy (not too warm/cold)
5453 // Spread the morale bonus in time.
5454 if( comfortable_warmth > 0 &&
5455 // TODO: make this simpler and use time_duration/time_point
5456 to_turn<int>( calendar::turn ) % to_turns<int>( 1_minutes ) == to_turns<int>
5457 ( 1_minutes * bp->token ) / to_turns<int>( 1_minutes * num_bp ) &&
5459 get_effect_int( effect_hot, num_bp ) == 0 &&
5460 temp_cur[bp->token] > BODYTEMP_COLD && temp_cur[bp->token] <= BODYTEMP_NORM ) {
5461 add_morale( MORALE_COMFY, 1, 10, 2_minutes, 1_minutes, true );
5462 }
5463 }
5464
5465 // The current temperature model can't account for water temperature conduction well
5466 // Hack: cut non-water effects by 80% when in water
5467 if( submerged_bp ) {
5468 bp_conv = ( ( bp_conv - adjusted_temp ) / 5 ) + adjusted_temp;
5469 }
5470
5471 // FINAL CALCULATION : Increments current body temperature towards convergent.
5472 int temp_before = temp_cur[bp->token];
5473 int temp_difference = temp_before - bp_conv; // Negative if the player is warming up.
5474 int rounding_error = 0;
5475 // If temp_diff is small, the player cannot warm up due to rounding errors. This fixes that.
5476 if( temp_difference < 0 && temp_difference > -600 ) {
5477 rounding_error = 1;
5478 }
5479 // exp(-0.001) : half life of 60 minutes, exp(-0.002) : half life of 30 minutes,
5480 // exp(-0.003) : half life of 20 minutes, exp(-0.004) : half life of 15 minutes
5481 static const double change_mult_air = std::exp( -0.002 );
5482 static const double change_mult_water = std::exp( -0.008 );
5483 const double change_mult = submerged_bp ? change_mult_water : change_mult_air;
5484 if( temp_cur[bp->token] != bp_conv ) {
5485 temp_cur[bp->token] = static_cast<int>( temp_difference * change_mult )
5486 + bp_conv + rounding_error;
5487 }
5488 int temp_after = temp_cur[bp->token];
5489 // PENALTIES
5490 if( temp_cur[bp->token] < BODYTEMP_FREEZING ) {
5491 add_effect( effect_cold, 1_turns, bp->token, 3 );
5492 } else if( temp_cur[bp->token] < BODYTEMP_VERY_COLD ) {
5493 add_effect( effect_cold, 1_turns, bp->token, 2 );
5494 } else if( temp_cur[bp->token] < BODYTEMP_COLD ) {
5495 add_effect( effect_cold, 1_turns, bp->token, 1 );
5496 } else if( temp_cur[bp->token] > BODYTEMP_SCORCHING ) {
5497 add_effect( effect_hot, 1_turns, bp->token, 3 );
5498 if( bp->main_part.id() == bp ) {
5499 add_effect( effect_hot_speed, 1_turns, bp->token, 3 );
5500 }
5501 } else if( temp_cur[bp->token] > BODYTEMP_VERY_HOT ) {
5502 add_effect( effect_hot, 1_turns, bp->token, 2 );
5503 if( bp->main_part.id() == bp ) {
5504 add_effect( effect_hot_speed, 1_turns, bp->token, 2 );
5505 }
5506 } else if( temp_cur[bp->token] > BODYTEMP_HOT ) {
5507 add_effect( effect_hot, 1_turns, bp->token, 1 );
5508 if( bp->main_part.id() == bp ) {
5509 add_effect( effect_hot_speed, 1_turns, bp->token, 1 );
5510 }
5511 } else {
5512 if( temp_cur[bp->token] >= BODYTEMP_COLD ) {
5513 remove_effect( effect_cold, bp->token );
5514 }
5515 if( temp_cur[bp->token] <= BODYTEMP_HOT ) {
5516 remove_effect( effect_hot, bp->token );
5517 remove_effect( effect_hot_speed, bp->token );
5518 }
5519 }
5520
5521 // FROSTBITE - only occurs to hands, feet, face
5522 /**
5523
5524 Source : http://www.atc.army.mil/weather/windchill.pdf
5525
5526 Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.
5527
5528 1200 turns in low risk, + 3 tics
5529 450 turns in moderate risk, + 8 tics
5530 50 turns in high risk, +72 tics
5531
5532 Let's say frostnip @ 1800 tics, frostbite @ 3600 tics
5533
5534 >> Chunked into 8 parts (http://imgur.com/xlTPmJF)
5535 -- 2 hour risk --
5536 Between 30F and 10F
5537 Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph
5538 -- 45 minute risk --
5539 Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph
5540 Between 10F and -5F, greater than 20mph
5541 Less than -5F, less than 10 mph
5542 Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph
5543 -- 5 minute risk --
5544 Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph
5545 Less than -35F, more than 10 mp
5546 **/
5547
5548 if( bp == body_part_mouth || bp == body_part_foot_r ||
5549 bp == body_part_foot_l || bp == body_part_hand_r || bp == body_part_hand_l ) {
5550 // Handle the frostbite timer
5551 // Need temps in F, windPower already in mph
5552 int wetness_percentage = 100 * body_wetness[bp->token] / drench_capacity[bp->token]; // 0 - 100
5553 // Warmth gives a slight buff to temperature resistance
5554 // Wetness gives a heavy nerf to temperature resistance
5555 double adjusted_warmth = warmth_per_bp.at( bp ) - wetness_percentage;
5556 int Ftemperature = static_cast<int>( player_local_temp + 0.2 * adjusted_warmth );
5557 // Windchill reduced by your armor
5558 int FBwindPower = static_cast<int>(
5559 total_windpower * ( 1 - wind_res_per_bp[ bp ] / 100.0 ) );
5560
5561 int intense = get_effect_int( effect_frostbite, bp->token );
5562
5563 // This has been broken down into 8 zones
5564 // Low risk zones (stops at frostnip)
5565 if( temp_cur[bp->token] < BODYTEMP_COLD &&
5566 ( ( Ftemperature < 30 && Ftemperature >= 10 ) ||
5567 ( Ftemperature < 10 && Ftemperature >= -5 &&
5568 FBwindPower < 20 && -4 * Ftemperature + 3 * FBwindPower - 20 >= 0 ) ) ) {
5569 if( frostbite_timer[bp->token] < 2000 ) {
5570 frostbite_timer[bp->token] += 3;
5571 }
5572 if( one_in( 100 ) && !has_effect( effect_frostbite, bp->token ) ) {
5573 add_msg( m_warning, _( "Your %s will be frostnipped in the next few hours." ),
5574 body_part_name( bp->token ) );
5575 }
5576 // Medium risk zones
5577 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5578 ( ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower < 20 &&
5579 -4 * Ftemperature + 3 * FBwindPower - 20 < 0 ) ||
5580 ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower >= 20 ) ||
5581 ( Ftemperature < -5 && FBwindPower < 10 ) ||
5582 ( Ftemperature < -5 && FBwindPower >= 10 &&
5583 -4 * Ftemperature + 3 * FBwindPower - 170 >= 0 ) ) ) {
5584 frostbite_timer[bp->token] += 8;
5585 if( one_in( 100 ) && intense < 2 ) {
5586 add_msg( m_warning, _( "Your %s will be frostbitten within the hour!" ),
5587 body_part_name( bp->token ) );
5588 }
5589 // High risk zones
5590 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5591 ( ( Ftemperature < -5 && FBwindPower >= 10 &&
5592 -4 * Ftemperature + 3 * FBwindPower - 170 < 0 ) ||
5593 ( Ftemperature < -35 && FBwindPower >= 10 ) ) ) {
5594 frostbite_timer[bp->token] += 72;
5595 if( one_in( 100 ) && intense < 2 ) {
5596 add_msg( m_warning, _( "Your %s will be frostbitten any minute now!" ),
5597 body_part_name( bp->token ) );
5598 }
5599 // Risk free, so reduce frostbite timer
5600 } else {
5601 frostbite_timer[bp->token] -= 3;
5602 }
5603
5604 // Handle the bestowing of frostbite
5605 if( frostbite_timer[bp->token] < 0 ) {
5606 frostbite_timer[bp->token] = 0;
5607 } else if( frostbite_timer[bp->token] > 4200 ) {
5608 // This ensures that the player will recover in at most 3 hours.
5609 frostbite_timer[bp->token] = 4200;
5610 }
5611 // Frostbite, no recovery possible
5612 if( frostbite_timer[bp->token] >= 3600 ) {
5613 add_effect( effect_frostbite, 1_turns, bp->token, 2 );
5615 // Else frostnip, add recovery if we were frostbitten
5616 } else if( frostbite_timer[bp->token] >= 1800 ) {
5617 if( intense == 2 ) {
5618 add_effect( effect_frostbite_recovery, 1_turns, bp->token );
5619 }
5620 add_effect( effect_frostbite, 1_turns, bp->token, 1 );
5621 // Else fully recovered
5622 } else if( frostbite_timer[bp->token] == 0 ) {
5623 remove_effect( effect_frostbite, bp->token );
5625 }
5626 }
5627 // Warn the player if condition worsens
5628 // HACK: we want overall temperature change, including equalization, and temp_conv
5629 // at this moment contains temperature values from before the equalization.
5630 temp_before = temp_conv[bp->token];
5631 if( temp_before > BODYTEMP_FREEZING && temp_after <= BODYTEMP_FREEZING ) {
5632 //~ %s is bodypart
5633 add_msg( m_warning, _( "You feel your %s beginning to go numb from the cold!" ),
5634 body_part_name( bp->token ) );
5635 } else if( temp_before > BODYTEMP_VERY_COLD && temp_after <= BODYTEMP_VERY_COLD ) {
5636 //~ %s is bodypart
5637 add_msg( m_warning, _( "You feel your %s getting very cold." ),
5638 body_part_name( bp->token ) );
5639 } else if( temp_before > BODYTEMP_COLD && temp_after <= BODYTEMP_COLD ) {
5640 //~ %s is bodypart
5641 add_msg( m_warning, _( "You feel your %s getting chilly." ),
5642 body_part_name( bp->token ) );
5643 } else if( temp_before < BODYTEMP_SCORCHING && temp_after >= BODYTEMP_SCORCHING ) {
5644 //~ %s is bodypart
5645 add_msg( m_bad, _( "You feel your %s getting red hot from the heat!" ),
5646 body_part_name( bp->token ) );
5647 } else if( temp_before < BODYTEMP_VERY_HOT && temp_after >= BODYTEMP_VERY_HOT ) {
5648 //~ %s is bodypart
5649 add_msg( m_warning, _( "You feel your %s getting very hot." ),
5650 body_part_name( bp->token ) );
5651 } else if( temp_before < BODYTEMP_HOT && temp_after >= BODYTEMP_HOT ) {
5652 //~ %s is bodypart
5653 add_msg( m_warning, _( "You feel your %s getting warm." ),
5654 body_part_name( bp->token ) );
5655 }
5656
5657 // Note: Numbers are based off of BODYTEMP at the top of weather.h
5658 // If torso is BODYTEMP_COLD which is 34C, the early stages of hypothermia begin
5659 // constant shivering will prevent the player from falling asleep.
5660 // Otherwise, if any other body part is BODYTEMP_VERY_COLD, or 31C
5661 // AND you have frostbite, then that also prevents you from sleeping
5662 if( in_sleep_state() ) {
5663 int curr_temperature = temp_cur[bp->token];
5664 if( bp == body_part_torso && curr_temperature <= BODYTEMP_COLD ) {
5665 add_msg( m_warning, _( "Your shivering prevents you from sleeping." ) );
5666 wake_up();
5667 } else if( bp != body_part_torso && curr_temperature <= BODYTEMP_VERY_COLD &&
5669 add_msg( m_warning, _( "You are too cold. Your frostbite prevents you from sleeping." ) );
5670 wake_up();
5671 }
5672 }
5673
5674 // Warn the player that wind is going to be a problem.
5675 // But only if it can be a problem, no need to spam player with "wind chills your scorching body"
5676 if( bp_conv <= BODYTEMP_COLD && windchill < -10 && one_in( 200 ) ) {
5677 add_msg( m_bad, _( "The wind is making your %s feel quite cold." ),
5678 body_part_name( bp->token ) );
5679 } else if( bp_conv <= BODYTEMP_COLD && windchill < -20 && one_in( 100 ) ) {
5680 add_msg( m_bad,
5681 _( "The wind is very strong, you should find some more wind-resistant clothing for your %s." ),
5682 body_part_name( bp->token ) );
5683 } else if( bp_conv <= BODYTEMP_COLD && windchill < -30 && one_in( 50 ) ) {
5684 add_msg( m_bad, _( "Your clothing is not providing enough protection from the wind for your %s!" ),
5685 body_part_name( bp->token ) );
5686 }
5687
5688 // Set temp_conv just once per bp for readability
5689 // TODO: Remove temp_conv, it's only really for display, so should not be in Character
5690 temp_conv[bp->token] = bp_conv;
5691 }
5692}
const bodypart_str_id body_part_foot_r("foot_r")
const bodypart_str_id body_part_hand_r("hand_r")
const bodypart_str_id body_part_leg_l("leg_l")
const bodypart_str_id body_part_arm_l("arm_l")
const bodypart_str_id body_part_torso("torso")
const bodypart_str_id body_part_arm_r("arm_r")
const bodypart_str_id body_part_leg_r("leg_r")
const bodypart_str_id body_part_mouth("mouth")
const bodypart_str_id body_part_head("head")
const bodypart_str_id body_part_hand_l("hand_l")
const bodypart_str_id body_part_foot_l("foot_l")
static const efftype_id effect_cold("cold")
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const trait_id trait_BARK("BARK")
static const flag_str_id flag_POCKETS("POCKETS")
static const efftype_id effect_hot("hot")
static const flag_str_id flag_HOOD("HOOD")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_blisters("blisters")
static const efftype_id effect_frostbite_recovery("frostbite_recovery")
static const efftype_id effect_hot_speed("hot_speed")
static const flag_str_id flag_COLLAR("COLLAR")
static const efftype_id effect_frostbite("frostbite")
int temp_corrected_by_climate_control(int temperature) const
Value of the body temperature corrected by climate control.
Definition: character.cpp:9539
std::map< bodypart_id, int > get_armor_fire(const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Returns overall fire resistance.
Definition: character.cpp:8228
bool can_use_floor_warmth() const
Can the player lie down and cover self with blankets etc.
Definition: character.cpp:9417
int bodytemp_modifier_traits(bool overheated) const
Correction factor of the body temperature due to traits and mutations.
Definition: character.cpp:9521
bool in_climate_control()
Returns true if the player is in a climate controlled area or armor.
Definition: character.cpp:3837
void temp_equalizer(const bodypart_id &bp1, const bodypart_id &bp2)
Equalizes heat between body parts.
Definition: character.cpp:5694
int floor_warmth(const tripoint &pos) const
Final warmth from the floor.
Definition: character.cpp:9506
int get_heat_radiation(const tripoint &location, bool direct)
Definition: game.cpp:1805
const morale_type MORALE_COMFY("morale_comfy")
constexpr double fahrenheit_to_celsius(double fahrenheit)
std::map< bodypart_id, int > bonus_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9400
std::map< bodypart_id, int > wind_resistance_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Returns wind resistance provided by armor, etc.
Definition: character.cpp:3893
std::map< bodypart_id, int > from_effects(const Character &c)
Definition: character.cpp:9406
std::map< bodypart_id, int > from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9394
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, Creature::add_effect(), add_morale(), add_msg(), bio_heatsink, body_part_arm_l, body_part_arm_r, body_part_foot_l, body_part_foot_r, body_part_hand_l, body_part_hand_r, body_part_head, body_part_leg_l, body_part_leg_r, body_part_mouth, body_part_name(), body_part_torso, body_wetness, BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, bodytemp_modifier_traits(), BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, warmth::bonus_from_clothing(), can_use_floor_warmth(), convert_bp(), drench_capacity, effect_blisters, effect_cold, effect_frostbite, effect_frostbite_recovery, effect_hot, effect_hot_speed, encumb(), units::fahrenheit_to_celsius(), flag_COLLAR, flag_HOOD, flag_POCKETS, floor_warmth(), warmth::from_clothing(), warmth::from_effects(), frostbite_timer, Creature::get_all_body_parts(), get_armor_fire(), Creature::get_effect_int(), get_heat_radiation(), get_local_humidity(), get_local_windchill(), get_local_windpower(), weather_manager::get_precise(), get_weather(), global_omt_location(), has_active_mutation(), has_bionic(), Creature::has_effect(), map_data_common_t::has_flag(), has_trait(), high, w_point::humidity, in_climate_control(), in_sleep_state(), in_vehicle, weather::is_in_sunlight(), weather::is_sheltered(), is_wearing(), itype_rm13_armor_on, logarithmic_range(), m_bad, m_warning, MORALE_COMFY, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, num_bp, one_in(), overmap_buffer, pos(), rem_morale(), Creature::remove_effect(), temp_conv, temp_corrected_by_climate_control(), temp_cur, temp_equalizer(), map::ter(), overmapbuffer::ter(), body_part_set::test(), TFLAG_DEEP_WATER, TFLAG_SWIMMABLE, body_part_type::token, trait_BARK, trait_DEBUG_NOTEMP, trait_M_SKIN2, trait_M_SKIN3, trait_PYROMANIA, trait_SHELL2, calendar::turn, map::veh_at(), item::volume(), wake_up(), weapon, warmth::wind_resistance_from_clothing(), and worn.

Referenced by game::do_turn(), and iuse_transform::use().

◆ update_fuel_storage()

void Character::update_fuel_storage ( const itype_id fuel)

Updates which bionic contain fuel and which is empty.

Definition at line 2057 of file character.cpp.

2058{
2059 const item it( fuel );
2060 if( get_value( fuel.str() ).empty() ) {
2061 for( const bionic_id &bid : get_bionic_fueled_with( it ) ) {
2062 remove_value( bid.c_str() );
2063 }
2064 return;
2065 }
2066
2067 std::vector<bionic_id> bids = get_bionic_fueled_with( it );
2068 if( bids.empty() ) {
2069 return;
2070 }
2071 int amount_fuel_loaded = std::stoi( get_value( fuel.str() ) );
2072 std::vector<bionic_id> loaded_bio;
2073
2074 // Sort bionic in order of decreasing capacity
2075 // To fill the bigger ones firts.
2076 bool swap = true;
2077 while( swap ) {
2078 swap = false;
2079 for( size_t i = 0; i < bids.size() - 1; i++ ) {
2080 if( bids[i + 1]->fuel_capacity > bids[i]->fuel_capacity ) {
2081 std::swap( bids[i + 1], bids[i] );
2082 swap = true;
2083 }
2084 }
2085 }
2086
2087 for( const bionic_id &bid : bids ) {
2088 remove_value( bid.c_str() );
2089 if( bid->fuel_capacity <= amount_fuel_loaded ) {
2090 amount_fuel_loaded -= bid->fuel_capacity;
2091 loaded_bio.emplace_back( bid );
2092 } else if( amount_fuel_loaded != 0 ) {
2093 loaded_bio.emplace_back( bid );
2094 break;
2095 }
2096 }
2097
2098 for( const bionic_id &bd : loaded_bio ) {
2099 set_value( bd.str(), fuel.str() );
2100 }
2101
2102}
void swap(colony< element_type, element_allocator_type, element_skipfield_type > &a, colony< element_type, element_allocator_type, element_skipfield_type > &b) COLONY_NOEXCEPT_SWAP(element_allocator_type)
Swaps colony A's contents with that of colony B.
Definition: colony.h:3496

References get_bionic_fueled_with(), Creature::get_value(), Creature::remove_value(), Creature::set_value(), string_id< T >::str(), and cata::swap().

Referenced by burn_fuel(), fuel_bionic_with(), and suffer_from_radiation().

◆ update_health()

void Character::update_health ( int  external_modifiers = 0)
virtual

Handles health fluctuations over time.

Definition at line 4630 of file character.cpp.

4631{
4632 if( has_artifact_with( AEP_SICK ) ) {
4633 // Carrying a sickness artifact makes your health 50 points worse on average
4634 external_modifiers -= 50;
4635 }
4636 // Limit healthy_mod to [-200, 200].
4637 // This also sets approximate bounds for the character's health.
4638 if( get_healthy_mod() > get_max_healthy() ) {
4640 } else if( get_healthy_mod() < -200 ) {
4641 set_healthy_mod( -200 );
4642 }
4643
4644 // Active leukocyte breeder will keep your health near 100
4645 int effective_healthy_mod = get_healthy_mod();
4647 // Side effect: dependency
4648 mod_healthy_mod( -50, -200 );
4649 effective_healthy_mod = 100;
4650 }
4651
4652 // Health tends toward healthy_mod.
4653 // For small differences, it changes 4 points per day
4654 // For large ones, up to ~40% of the difference per day
4655 int health_change = effective_healthy_mod - get_healthy() + external_modifiers;
4656 mod_healthy( sgn( health_change ) * std::max( 1, std::abs( health_change ) / 10 ) );
4657
4658 // And healthy_mod decays over time.
4659 // Slowly near 0, but it's hard to overpower it near +/-100
4660 set_healthy_mod( std::round( get_healthy_mod() * 0.95f ) );
4661
4662 add_msg( m_debug, "Health: %d, Health mod: %d", get_healthy(), get_healthy_mod() );
4663}
static const bionic_id bio_leukocyte("bio_leukocyte")
int get_max_healthy() const
Definition: character.cpp:4552
@ AEP_SICK
Definition: enums.h:141

References add_msg(), AEP_SICK, bio_leukocyte, get_healthy(), get_healthy_mod(), get_max_healthy(), has_active_bionic(), has_artifact_with(), m_debug, mod_healthy(), mod_healthy_mod(), set_healthy_mod(), and sgn().

Referenced by update_body().

◆ update_morale()

void Character::update_morale ( )

Ticks down morale counters and removes them.

Definition at line 8977 of file character.cpp.

8978{
8979 morale->decay( 1_minutes );
8981}

References apply_persistent_morale(), and morale.

Referenced by game::do_turn().

◆ update_needs()

void Character::update_needs ( int  rate_multiplier)

Increases hunger, thirst, fatigue and stimulants wearing off.

rate_multiplier is for retroactive updates.

Definition at line 4785 of file character.cpp.

4786{
4787 const int current_stim = get_stim();
4788 // Hunger, thirst, & fatigue up every 5 minutes
4790 // No food/thirst/fatigue clock at all
4791 const bool debug_ls = has_trait( trait_DEBUG_LS );
4792 // No food/thirst, capped fatigue clock (only up to tired)
4793 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4794 const bool asleep = !sleep.is_null();
4795 const bool lying = asleep || has_effect( effect_lying_down ) ||
4797
4798 needs_rates rates = calc_needs_rates();
4799
4800 const bool wasnt_fatigued = get_fatigue() <= fatigue_levels::dead_tired;
4801 // Don't increase fatigue if sleeping or trying to sleep or if we're at the cap.
4802 if( get_fatigue() < 1050 && !asleep && !debug_ls ) {
4803 if( rates.fatigue > 0.0f ) {
4804 int fatigue_roll = roll_remainder( rates.fatigue * rate_multiplier );
4805 mod_fatigue( fatigue_roll );
4806
4807 // Synaptic regen bionic stops SD while awake and boosts it while sleeping
4809 // fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
4810 // but characters who need less sleep will also get less sleep deprived, and vice-versa.
4811
4812 // Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
4813 // 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
4814 mod_sleep_deprivation( fatigue_roll * 5 );
4815 }
4816
4817 if( npc_no_food && get_fatigue() > fatigue_levels::tired ) {
4818 set_fatigue( static_cast<int>( fatigue_levels::tired ) );
4819 }
4820 if( npc_no_food ) {
4822 }
4823 }
4824 } else if( asleep && rates.recovery > 0.0f ) {
4825 int recovered = roll_remainder( rates.recovery * rate_multiplier );
4826 // Hibernation prevents waking up until you're hungry or thirsty
4827 if( get_fatigue() - recovered < -20 && !is_hibernating() ) {
4828 // Should be wake up, but that could prevent some retroactive regeneration
4829 sleep.set_duration( 1_turns );
4830 mod_fatigue( -25 );
4831 } else {
4833 recovered *= .5;
4834 }
4835 mod_fatigue( -recovered );
4836
4837 float rest_modifier = 1.0f;
4838 // Bionic doubles the base regen
4840 rest_modifier += 1.0f;
4841 }
4843 rest_modifier += 0.2f;
4844 }
4845
4846 const character_funcs::comfort_level comfort =
4848
4849 // Best possible bed increases recovery by 30% of base
4851 rest_modifier += 0.3f;
4852 } else if( comfort >= character_funcs::comfort_level::comfortable ) {
4853 rest_modifier += 0.2f;
4855 rest_modifier += 0.1f;
4856 }
4857
4858 // 6 hours of sleep per day will let you avoid deprivation
4859 // 4 hours if on great bed plus melatonin
4860 // Math: 5 (fatigue to minutes), 3 (1:3 sleep to waking),
4861 // 2 (legacy sleep non-linearity thing)
4862 mod_sleep_deprivation( -rest_modifier * ( recovered * 3.0f * 5.0f / 2.0f ) );
4863
4864 }
4865 }
4866 if( is_player() && wasnt_fatigued && get_fatigue() > fatigue_levels::dead_tired && !lying ) {
4867 if( !activity ) {
4868 add_msg_if_player( m_warning, _( "You're feeling tired. %s to lie down for sleep." ),
4869 press_x( ACTION_SLEEP ) );
4870 } else {
4871 g->cancel_activity_query( _( "You're feeling tired." ) );
4872 }
4873 }
4874
4875 if( current_stim < 0 ) {
4876 set_stim( std::min( current_stim + rate_multiplier, 0 ) );
4877 } else if( current_stim > 0 ) {
4878 set_stim( std::max( current_stim - rate_multiplier, 0 ) );
4879 }
4880
4881 if( get_painkiller() > 0 ) {
4882 mod_painkiller( -std::min( get_painkiller(), rate_multiplier ) );
4883 }
4884
4885 // Huge folks take penalties for cramming themselves in vehicles
4886 if( in_vehicle && ( get_size() == MS_HUGE )
4888 vehicle *veh = veh_pointer_or_null( get_map().veh_at( pos() ) );
4889 // it's painful to work the controls, but passengers in open topped vehicles are fine
4890 if( veh && ( veh->enclosed_at( pos() ) || veh->player_in_control( *this->as_player() ) ) ) {
4892 _( "You're cramping up from stuffing yourself in this vehicle." ) );
4893 if( is_npc() ) {
4894 npc &as_npc = dynamic_cast<npc &>( *this );
4895 as_npc.complain_about( "cramped_vehicle", 1_hours, "<cramped_vehicle>", false );
4896 }
4897
4898 mod_pain( rng( 4, 6 ) );
4899 focus_pool -= 1;
4900 }
4901 }
4902}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:205
static const efftype_id effect_melatonin_supplements("melatonin")
static const trait_id trait_DEBUG_LS("DEBUG_LS")
static const bionic_id bio_synaptic_regen("bio_synaptic_regen")
static const efftype_id effect_lying_down("lying_down")
needs_rates calc_needs_rates() const
Definition: character.cpp:4903
virtual void mod_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4444
virtual npc * as_npc()
Definition: creature.h:110
bool complain_about(const std::string &issue, const time_duration &dur, const std::string &speech, bool force=false, sounds::sound_t priority=sounds::sound_t::speech)
Definition: npcmove.cpp:4514
bool enclosed_at(const tripoint &pos)
Definition: vehicle.cpp:6287
comfort_response_t base_comfort_value(const Character &who, const tripoint &p)
Rate point's ability to serve as a bed.

References _, ACT_TRY_SLEEP, ACTION_SLEEP, activity, Creature::add_msg_if_player(), Creature::as_npc(), character_funcs::base_comfort_value(), bio_synaptic_regen, calc_needs_rates(), character_funcs::comfortable, npc::complain_about(), dead_tired, effect_lying_down, effect_melatonin_supplements, effect_narcosis, effect_recently_coughed, effect_sleep, vehicle::enclosed_at(), needs_rates::fatigue, focus_pool, g, Creature::get_effect(), get_fatigue(), get_map(), get_painkiller(), get_size(), get_stim(), has_active_bionic(), Creature::has_effect(), has_trait(), player_activity::id(), in_vehicle, is_hibernating(), Creature::is_npc(), Creature::is_player(), character_funcs::comfort_response_t::level, m_bad, m_warning, mod_fatigue(), mod_pain(), mod_painkiller(), mod_sleep_deprivation(), MS_HUGE, vehicle::player_in_control(), pos(), press_x(), needs_rates::recovery, rng(), roll_remainder(), set_fatigue(), set_sleep_deprivation(), set_stim(), sleep, character_funcs::slightly_comfortable, tired, trait_DEBUG_LS, trait_NOPAIN, veh_pointer_or_null(), and character_funcs::very_comfortable.

Referenced by update_body().

◆ update_stamina()

void Character::update_stamina ( int  turns)

Regenerates stamina.

Definition at line 7149 of file character.cpp.

7150{
7151 static const std::string player_base_stamina_regen_rate( "PLAYER_BASE_STAMINA_REGEN_RATE" );
7152 static const std::string stamina_regen_modifier( "stamina_regen_modifier" );
7153 const float base_regen_rate = get_option<float>( player_base_stamina_regen_rate );
7154 const int current_stim = get_stim();
7155 float stamina_recovery = 0.0f;
7156 // Recover some stamina every turn.
7157 // max stamina modifers from mutation also affect stamina multi
7158 float stamina_multiplier = 1.0f + mutation_value( stamina_regen_modifier ) +
7159 ( mutation_value( "max_stamina_modifier" ) - 1.0f ) +
7161 // But mouth encumbrance interferes, even with mutated stamina.
7162 stamina_recovery += stamina_multiplier * std::max( 1.0f,
7163 base_regen_rate - ( encumb( bp_mouth ) / 5.0f ) );
7164 // TODO: recovering stamina causes hunger/thirst/fatigue.
7165 // TODO: Tiredness slowing recovery
7166
7167 // stim recovers stamina (or impairs recovery)
7168 if( current_stim > 0 ) {
7169 // TODO: Make stamina recovery with stims cost health
7170 stamina_recovery += std::min( 5.0f, current_stim / 15.0f );
7171 } else if( current_stim < 0 ) {
7172 // Affect it less near 0 and more near full
7173 // Negative stim kill at -200
7174 // At -100 stim it inflicts -20 malus to regen at 100% stamina,
7175 // effectivly countering stamina gain of default 20,
7176 // at 50% stamina its -10 (50%), cuts by 25% at 25% stamina
7177 // FIXME: this formula is only suitable for advancing by 1 turn
7178 stamina_recovery += current_stim / 5.0f * get_stamina() / get_stamina_max();
7179 }
7180 stamina_recovery = std::max( 0.0f, stamina_recovery );
7181
7182 const int max_stam = get_stamina_max();
7183 if( get_power_level() >= 3_kJ && has_active_bionic( bio_gills ) ) {
7184 int bonus = std::min<int>( units::to_kilojoule( get_power_level() ) / 3,
7185 max_stam - get_stamina() - stamina_recovery * turns );
7186 // so the effective recovery is up to 5x default
7187 bonus = std::min( bonus, 4 * static_cast<int>( base_regen_rate ) );
7188 if( bonus > 0 ) {
7189 stamina_recovery += bonus;
7190 bonus /= 10;
7191 bonus = std::max( bonus, 1 );
7193 }
7194 }
7195
7196 mod_stamina( roll_remainder( stamina_recovery * turns ) );
7197 add_msg( m_debug, "Stamina recovery: %d", roll_remainder( stamina_recovery * turns ) );
7198 // Cap at max
7199 set_stamina( std::min( std::max( get_stamina(), 0 ), max_stam ) );
7200}
static const bionic_id bio_gills("bio_gills")

References add_msg(), bio_gills, bonus_from_enchantments(), bp_mouth, encumb(), units::from_kilojoule(), get_power_level(), get_stamina(), get_stamina_max(), get_stim(), has_active_bionic(), m_debug, mod_power_level(), mod_stamina(), mutation_value(), roll_remainder(), set_stamina(), enchant_vals::STAMINA_REGEN, and units::to_kilojoule().

Referenced by update_body().

◆ update_stomach()

void Character::update_stomach ( const time_point from,
const time_point to 
)

Updates the stomach to give accurate hunger messages.

Definition at line 4742 of file character.cpp.

4743{
4744 const needs_rates rates = calc_needs_rates();
4745 // No food/thirst/fatigue clock at all
4746 const bool debug_ls = has_trait( trait_DEBUG_LS );
4747 // No food/thirst, capped fatigue clock (only up to tired)
4748 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4749 const bool foodless = debug_ls || npc_no_food;
4750 const bool mouse = has_trait( trait_NO_THIRST );
4751 const bool mycus = has_trait( trait_M_DEPENDENT );
4752 const float kcal_per_time = bmr() / ( 12.0f * 24.0f );
4753 const int five_mins = ticks_between( from, to, 5_minutes );
4754
4755 if( five_mins > 0 ) {
4756 // Digest nutrients in stomach
4757 food_summary digested_to_body = stomach.digest( rates, five_mins );
4758 // Apply nutrients, unless this is an NPC and NO_NPC_FOOD is enabled.
4759 if( !npc_no_food ) {
4760 mod_stored_kcal( digested_to_body.nutr.kcal );
4761 vitamins_mod( digested_to_body.nutr.vitamins, false );
4762 }
4763 if( !foodless && rates.hunger > 0.0f ) {
4764 // instead of hunger keeping track of how you're living, burn calories instead
4765 mod_stored_kcal( -roll_remainder( five_mins * kcal_per_time ) );
4766 }
4767 }
4768
4769 if( !foodless && rates.thirst > 0.0f ) {
4770 mod_thirst( roll_remainder( rates.thirst * five_mins ) );
4771 }
4772
4773 if( npc_no_food ) {
4774 set_thirst( static_cast<int>( thirst_levels::hydrated ) );
4776 }
4777
4778 // Mycus and Metabolic Rehydration makes thirst unnecessary
4779 // since water is not limited by intake but by absorption, we can just set thirst to zero
4780 if( mycus || mouse ) {
4781 set_thirst( 0 );
4782 }
4783}
static const trait_id trait_NO_THIRST("NO_THIRST")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
void vitamins_mod(const std::map< vitamin_id, int > &, bool capped=true)
food_summary digest(const needs_rates &metabolic_rates, int five_mins)
Processes food and outputs nutrients that are finished processing Metabolic rates are required becaus...
Definition: stomach.cpp:132
int mycus(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1439
nutrients nutr
Definition: stomach.h:53
std::map< vitamin_id, int > vitamins
vitamins potentially provided by this comestible (if any)
Definition: stomach.h:21

References bmr(), calc_needs_rates(), stomach_contents::digest(), has_trait(), needs_rates::hunger, hydrated, Creature::is_npc(), nutrients::kcal, max_stored_kcal(), mod_stored_kcal(), mod_thirst(), iuse::mycus(), food_summary::nutr, roll_remainder(), set_stored_kcal(), set_thirst(), stomach, needs_rates::thirst, ticks_between(), trait_DEBUG_LS, trait_M_DEPENDENT, trait_NO_THIRST, nutrients::vitamins, and vitamins_mod().

Referenced by update_body().

◆ update_type_of_scent() [1/2]

void Character::update_type_of_scent ( bool  init = false)

Definition at line 8703 of file character.cpp.

8704{
8705 scenttype_id new_scent = scenttype_id( "sc_human" );
8706 for( const trait_id &mut : get_mutations() ) {
8707 if( mut.obj().scent_typeid ) {
8708 new_scent = mut.obj().scent_typeid.value();
8709 }
8710 }
8711
8712 if( !init && new_scent != get_type_of_scent() ) {
8713 g->scent.reset();
8714 }
8715 set_type_of_scent( new_scent );
8716}
scenttype_id get_type_of_scent() const
Definition: character.cpp:8736
Definition: init.h:178

References g, get_mutations(), get_type_of_scent(), mutation_branch::scent_typeid, and set_type_of_scent().

Referenced by on_mutation_gain(), on_mutation_loss(), and update_type_of_scent().

◆ update_type_of_scent() [2/2]

void Character::update_type_of_scent ( const trait_id mut,
bool  gain = true 
)

Definition at line 8718 of file character.cpp.

8719{
8720 const std::optional<scenttype_id> &mut_scent = mut->scent_typeid;
8721 if( mut_scent ) {
8722 if( gain && mut_scent.value() != get_type_of_scent() ) {
8723 set_type_of_scent( mut_scent.value() );
8724 g->scent.reset();
8725 } else {
8727 }
8728 }
8729}
std::optional< scenttype_id > scent_typeid
What do you smell like.
Definition: mutation.h:159

References g, get_type_of_scent(), mutation_branch::scent_typeid, set_type_of_scent(), and update_type_of_scent().

◆ update_vitamins()

void Character::update_vitamins ( const vitamin_id vit)

Set vitamin deficiency/excess disease states dependent upon current vitamin levels.

Definition at line 8777 of file character.cpp.

8778{
8779 if( is_npc() ) {
8780 return; // NPCs cannot develop vitamin diseases
8781 }
8782
8783 efftype_id def = vit.obj().deficiency();
8784 efftype_id exc = vit.obj().excess();
8785
8786 int lvl = vit.obj().severity( vitamin_get( vit ) );
8787 if( lvl <= 0 ) {
8788 remove_effect( def );
8789 }
8790 if( lvl >= 0 ) {
8791 remove_effect( exc );
8792 }
8793 if( lvl > 0 ) {
8794 if( has_effect( def, num_bp ) ) {
8795 get_effect( def, num_bp ).set_intensity( lvl, true );
8796 } else {
8797 add_effect( def, 1_turns, num_bp, lvl );
8798 }
8799 }
8800 if( lvl < 0 ) {
8801 if( has_effect( exc, num_bp ) ) {
8802 get_effect( exc, num_bp ).set_intensity( -lvl, true );
8803 } else {
8804 add_effect( exc, 1_turns, num_bp, -lvl );
8805 }
8806 }
8807}
int vitamin_get(const vitamin_id &vit) const
Check current level of a vitamin.
int set_intensity(int val, bool alert=false)
Sets intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:858
const efftype_id & deficiency() const
Disease effect with increasing intensity proportional to vitamin deficiency.
Definition: vitamin.h:57
const efftype_id & excess() const
Disease effect with increasing intensity proportional to vitamin excess.
Definition: vitamin.h:62
int severity(int qty) const
Get intensity of deficiency or zero if not deficient for specified qty.
Definition: vitamin.cpp:39

References Creature::add_effect(), vitamin::deficiency(), vitamin::excess(), Creature::get_effect(), Creature::has_effect(), Creature::is_npc(), num_bp, string_id< T >::obj(), Creature::remove_effect(), effect::set_intensity(), vitamin::severity(), and vitamin_get().

Referenced by vitamin_mod().

◆ use_amount()

std::list< item > Character::use_amount ( itype_id  it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9606 of file character.cpp.

9608{
9609 std::list<item> ret;
9610 if( weapon.use_amount( it, quantity, ret ) ) {
9611 remove_weapon();
9612 }
9613 for( auto a = worn.begin(); a != worn.end() && quantity > 0; ) {
9614 if( a->use_amount( it, quantity, ret, filter ) ) {
9615 a->on_takeoff( *this );
9616 a = worn.erase( a );
9617 } else {
9618 ++a;
9619 }
9620 }
9621 if( quantity <= 0 ) {
9622 return ret;
9623 }
9624 std::list<item> tmp = inv.use_amount( it, quantity, filter );
9625 ret.splice( ret.end(), tmp );
9626 return ret;
9627}
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: inventory.cpp:855
bool use_amount(const itype_id &it, int &quantity, std::list< item > &used, const std::function< bool(const item &)> &filter=return_true< item >)
Consume a specific amount of items of a specific type.
Definition: item.cpp:8496

References a, inv, remove_weapon(), cata::hash64_detail::ret, item::use_amount(), inventory::use_amount(), weapon, and worn.

Referenced by computer_session::action_srcf_elevator(), iexamine::cardreader(), iexamine::cardreader_robofac(), player::consume_items(), game::find_or_make_stairs(), hack_attempt(), monexamine::mech_hack(), iexamine::pedestal_temple(), activity_handlers::plant_seed_finish(), vehicle::reload_seeds(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), sinkhole_safety_roll(), and npc_trading::transfer_items().

◆ use_charges()

std::list< item > Character::use_charges ( const itype_id what,
int  qty,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9638 of file character.cpp.

9640{
9641 std::list<item> res;
9642
9643 if( qty <= 0 ) {
9644 return res;
9645
9646 } else if( what == itype_toolset ) {
9648 return res;
9649
9650 } else if( what == itype_fire ) {
9651 use_fire( qty );
9652 return res;
9653
9654 } else if( what == itype_bio_armor ) {
9655 float mod_qty = 0;
9656 float efficiency = 1;
9657 for( const bionic &bio : *my_bionics ) {
9658 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9659 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9660 }
9661 }
9662 if( efficiency == 1 ) {
9663 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9664 }
9665 mod_qty = qty / efficiency;
9667 return res;
9668
9669 } else if( what == itype_UPS ) {
9670 if( is_mounted() && mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) &&
9671 mounted_creature.get()->battery_item ) {
9672 auto mons = mounted_creature.get();
9673 int power_drain = std::min( mons->battery_item->ammo_remaining(), qty );
9674 mons->use_mech_power( -power_drain );
9675 qty -= std::min( qty, power_drain );
9676 return res;
9677 }
9678 if( has_power() && has_active_bionic( bio_ups ) ) {
9679 int bio = std::min( units::to_kilojoule( get_power_level() ), qty );
9681 qty -= std::min( qty, bio );
9682 }
9683
9684 int adv = charges_of( itype_adv_UPS_off, static_cast<int>( std::ceil( qty * 0.6 ) ) );
9685 if( adv > 0 ) {
9686 std::list<item> found = use_charges( itype_adv_UPS_off, adv );
9687 res.splice( res.end(), found );
9688 qty -= std::min( qty, static_cast<int>( adv / 0.6 ) );
9689 }
9690
9691 int ups = charges_of( itype_UPS_off, qty );
9692 if( ups > 0 ) {
9693 std::list<item> found = use_charges( itype_UPS_off, ups );
9694 res.splice( res.end(), found );
9695 qty -= std::min( qty, ups );
9696 }
9697 return res;
9698
9699 }
9700
9701 std::vector<item *> del;
9702
9703 bool has_tool_with_UPS = false;
9704 visit_items( [this, &what, &qty, &res, &del, &has_tool_with_UPS, &filter]( item * e ) {
9705 if( e->use_charges( what, qty, res, pos(), filter ) ) {
9706 del.push_back( e );
9707 }
9708 if( filter( *e ) && e->typeId() == what && e->has_flag( flag_USE_UPS ) ) {
9709 has_tool_with_UPS = true;
9710 }
9711 return qty > 0 ? VisitResponse::SKIP : VisitResponse::ABORT;
9712 } );
9713
9714 for( auto e : del ) {
9715 remove_item( *e );
9716 }
9717
9718 if( has_tool_with_UPS ) {
9719 use_charges( itype_UPS, qty );
9720 }
9721
9722 return res;
9723}
static const itype_id itype_toolset("toolset")
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const bionic_id bio_ups("bio_ups")
static const itype_id itype_UPS_off("UPS_off")
void use_fire(int quantity)
Definition: character.cpp:9789
bool use_charges(const itype_id &what, int &qty, std::list< item > &used, const tripoint &pos, const std::function< bool(const item &)> &filter=return_true< item >)
Consumes specified charges (or fewer) from this and any contained items.
Definition: item.cpp:8616

References ABORT, bio_ups, visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, flag_USE_UPS(), units::from_kilojoule(), get_power_level(), has_active_bionic(), item::has_flag(), has_power(), is_mounted(), itype_adv_UPS_off, itype_bio_armor, itype_fire, itype_toolset, itype_UPS, itype_UPS_off, MF_RIDEABLE_MECH, mod_power_level(), mounted_creature, my_bionics, pos(), visitable< Character >::remove_item(), SKIP, units::to_kilojoule(), item::typeId(), item::use_charges(), use_charges(), use_fire(), and visitable< Character >::visit_items().

Referenced by iexamine::arcfurnace_empty(), consume_charges(), player::consume_items(), consume_med(), consume_remote_fuel(), player::consume_tools(), eat(), iuse::ecig(), iexamine::fertilize_plant(), ranged::fire_gun(), iexamine::fireplace(), iexamine::fvat_empty(), activity_handlers::gunmod_add_finish(), hack_attempt(), iexamine::keg(), iexamine::kiln_empty(), monexamine::pay_bot(), iexamine::pay_gas(), activity_handlers::plant_seed_finish(), process_items(), iexamine::reload_furniture(), vehicle::reload_seeds(), talk_effect_fun_t::set_bulk_trade_accept(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), npc_trading::transfer_items(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), place_monster_iuse::use(), cauterize_actor::use(), use_charges(), use_charges_if_avail(), use_fire(), and iexamine::vending().

◆ use_charges_if_avail()

bool Character::use_charges_if_avail ( const itype_id it,
int  quantity 
)

Definition at line 9629 of file character.cpp.

9630{
9631 if( has_charges( it, quantity ) ) {
9632 use_charges( it, quantity );
9633 return true;
9634 }
9635 return false;
9636}

References has_charges(), and use_charges().

Referenced by iuse::arrow_flammable(), iuse::firecracker(), activity_handlers::game_do_turn(), iuse::meth(), iuse::note_bionics(), item::process_tool(), item::reload(), iuse::smoking(), suffer_from_asthma(), and iuse_transform::use().

◆ use_fire()

void Character::use_fire ( int  quantity)

Definition at line 9789 of file character.cpp.

9790{
9791 //Okay, so checks for nearby fires first,
9792 //then held lit torch or candle, bionic tool/lighter/laser
9793 //tries to use 1 charge of lighters, matches, flame throwers
9794 //If there is enough power, will use power of one activation of the bio_lighter, bio_tools and bio_laser
9795 // (home made, military), hotplate, welder in that order.
9796 // bio_lighter, bio_laser, bio_tools, has_active_bionic("bio_tools"
9797
9798 if( get_map().has_nearby_fire( pos() ) ) {
9799 return;
9800 } else if( has_item_with_flag( "FIRE" ) ) {
9801 return;
9802 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9803 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9804 for( auto &i : firestarters ) {
9805 if( has_charges( i->typeId(), quantity ) ) {
9806 use_charges( i->typeId(), quantity );
9807 return;
9808 }
9809 }
9810 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9811 mod_power_level( -quantity * 5_kJ );
9812 return;
9813 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9814 mod_power_level( -quantity * 5_kJ );
9815 return;
9816 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9817 mod_power_level( -quantity * 5_kJ );
9818 return;
9819 }
9820}

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), mod_power_level(), pos(), and use_charges().

Referenced by use_charges().

◆ used_weapon() [1/2]

item & Character::used_weapon ( )

Legacy code hack, don't use.

Returns the null item if martial art forces unarmed, otherwise primary_weapon. Use wielded_items instead.

Definition at line 144 of file melee.cpp.

145{
146 return const_cast<item &>( const_cast<const Character *>( this )->used_weapon() );
147}

References used_weapon().

Referenced by get_melee_hit_base(), melee_attack(), unarmed_attack(), and used_weapon().

◆ used_weapon() [2/2]

const item & Character::used_weapon ( ) const

Definition at line 139 of file melee.cpp.

140{
141 return martial_arts_data->selected_force_unarmed() ? null_item_reference() : primary_weapon();
142}

References martial_arts_data, null_item_reference(), and primary_weapon().

◆ valid_aoe_technique() [1/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique 
)
private

Check if an area-of-effect technique has valid targets.

Definition at line 1249 of file melee.cpp.

1250{
1251 std::vector<Creature *> dummy_targets;
1252 return valid_aoe_technique( t, technique, dummy_targets );
1253}

References valid_aoe_technique().

Referenced by perform_technique(), pick_technique(), and valid_aoe_technique().

◆ valid_aoe_technique() [2/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique,
std::vector< Creature * > &  targets 
)
private

Definition at line 1255 of file melee.cpp.

1257{
1258 if( technique.aoe.empty() ) {
1259 return false;
1260 }
1261
1262 // pre-computed matrix of adjacent squares
1263 std::array<int, 9> offset_a = { {0, -1, -1, 1, 0, -1, 1, 1, 0 } };
1264 std::array<int, 9> offset_b = { {-1, -1, 0, -1, 0, 1, 0, 1, 1 } };
1265
1266 // filter the values to be between -1 and 1 to avoid indexing the array out of bounds
1267 int dy = std::max( -1, std::min( 1, t.posy() - posy() ) );
1268 int dx = std::max( -1, std::min( 1, t.posx() - posx() ) );
1269 int lookup = dy + 1 + 3 * ( dx + 1 );
1270
1271 //wide hits all targets adjacent to the attacker and the target
1272 if( technique.aoe == "wide" ) {
1273 //check if either (or both) of the squares next to our target contain a possible victim
1274 //offsets are a pre-computed matrix allowing us to quickly lookup adjacent squares
1275 tripoint left = pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1276 tripoint right = pos() + tripoint( offset_b[lookup], -offset_a[lookup], 0 );
1277
1278 monster *const mon_l = g->critter_at<monster>( left );
1279 if( mon_l && mon_l->friendly == 0 ) {
1280 targets.push_back( mon_l );
1281 }
1282 monster *const mon_r = g->critter_at<monster>( right );
1283 if( mon_r && mon_r->friendly == 0 ) {
1284 targets.push_back( mon_r );
1285 }
1286
1287 npc *const npc_l = g->critter_at<npc>( left );
1288 npc *const npc_r = g->critter_at<npc>( right );
1289 if( npc_l && npc_l->is_enemy() ) {
1290 targets.push_back( npc_l );
1291 }
1292 if( npc_r && npc_r->is_enemy() ) {
1293 targets.push_back( npc_r );
1294 }
1295 if( !targets.empty() ) {
1296 return true;
1297 }
1298 }
1299
1300 if( technique.aoe == "impale" ) {
1301 // Impale hits the target and a single target behind them
1302 // Check if the square cardinally behind our target, or to the left / right,
1303 // contains a possible target.
1304 tripoint left = t.pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1305 tripoint target_pos = t.pos() + ( t.pos() - pos() );
1306 tripoint right = t.pos() + tripoint( offset_b[lookup], -offset_b[lookup], 0 );
1307
1308 monster *const mon_l = g->critter_at<monster>( left );
1309 monster *const mon_t = g->critter_at<monster>( target_pos );
1310 monster *const mon_r = g->critter_at<monster>( right );
1311 if( mon_l && mon_l->friendly == 0 ) {
1312 targets.push_back( mon_l );
1313 }
1314 if( mon_t && mon_t->friendly == 0 ) {
1315 targets.push_back( mon_t );
1316 }
1317 if( mon_r && mon_r->friendly == 0 ) {
1318 targets.push_back( mon_r );
1319 }
1320
1321 npc *const npc_l = g->critter_at<npc>( left );
1322 npc *const npc_t = g->critter_at<npc>( target_pos );
1323 npc *const npc_r = g->critter_at<npc>( right );
1324 if( npc_l && npc_l->is_enemy() ) {
1325 targets.push_back( npc_l );
1326 }
1327 if( npc_t && npc_t->is_enemy() ) {
1328 targets.push_back( npc_t );
1329 }
1330 if( npc_r && npc_r->is_enemy() ) {
1331 targets.push_back( npc_r );
1332 }
1333 if( !targets.empty() ) {
1334 return true;
1335 }
1336 }
1337
1338 if( targets.empty() && technique.aoe == "spin" ) {
1339 for( const tripoint &tmp : g->m.points_in_radius( pos(), 1 ) ) {
1340 if( tmp == t.pos() ) {
1341 continue;
1342 }
1343 monster *const mon = g->critter_at<monster>( tmp );
1344 if( mon && mon->friendly == 0 ) {
1345 targets.push_back( mon );
1346 }
1347 npc *const np = g->critter_at<npc>( tmp );
1348 if( np && np->is_enemy() ) {
1349 targets.push_back( np );
1350 }
1351 }
1352 //don't trigger circle for fewer than 2 targets
1353 if( targets.size() < 2 ) {
1354 targets.clear();
1355 } else {
1356 return true;
1357 }
1358 }
1359 return false;
1360}
bool is_enemy() const
Definition: npc.cpp:2062

References ma_technique::aoe, monster::friendly, g, npc::is_enemy(), left, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), and right.

◆ visibility()

int Character::visibility ( bool  check_color = false,
int  stillness = 0 
) const

Checks is_invisible() as well as other factors.

Definition at line 6275 of file character.cpp.

6276{
6277 // 0-100 %
6278 if( is_invisible() ) {
6279 return 0;
6280 }
6281 // TODO:
6282 // if ( dark_clothing() && light check ...
6283 int stealth_modifier = std::floor( mutation_value( "stealth_modifier" ) );
6284 return clamp( 100 - stealth_modifier, 40, 160 );
6285}
bool is_invisible() const
Definition: character.cpp:6265

References clamp(), is_invisible(), and mutation_value().

◆ visible_mutations()

std::string Character::visible_mutations ( int  visibility_cap) const

Returns an enumeration of visible mutations with colors.

Definition at line 1728 of file mutation.cpp.

1729{
1730 const std::vector<trait_id> &my_muts = get_mutations();
1731 const std::string trait_str = enumerate_as_string( my_muts.begin(), my_muts.end(),
1732 [visibility_cap ]( const trait_id & pr ) -> std::string {
1733 const auto &mut_branch = pr.obj();
1734 // Finally some use for visibility trait of mutations
1735 if( mut_branch.visibility > 0 && mut_branch.visibility >= visibility_cap )
1736 {
1737 return colorize( mut_branch.name(), mut_branch.get_display_color() );
1738 }
1739
1740 return std::string();
1741 } );
1742 return trait_str;
1743}

References enumerate_as_string(), and get_mutations().

Referenced by npc::print_info(), and short_description_parts().

◆ vitamin_get()

int Character::vitamin_get ( const vitamin_id vit) const

Check current level of a vitamin.

Accesses level of a given vitamin. If the vitamin_id specified does not exist then this function simply returns 0.

Parameters
vitID of vitamin to check level for.
Returns
current level for specified vitamin

Definition at line 578 of file consumption.cpp.

579{
580 if( get_option<bool>( "NO_VITAMINS" ) && vit->type() == vitamin_type::VITAMIN ) {
581 return 0;
582 }
583
584 const auto &v = vitamin_levels.find( vit );
585 return v != vitamin_levels.end() ? v->second : 0;
586}
const vitamin_type & type() const
Definition: vitamin.h:40
@ VITAMIN
Definition: vitamin.h:19

References vitamin::type(), VITAMIN, and vitamin_levels.

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and update_vitamins().

◆ vitamin_mod()

int Character::vitamin_mod ( const vitamin_id vit,
int  qty,
bool  capped = true 
)

Add or subtract vitamins from character storage pools.

Parameters
vitID of vitamin to modify
qtyamount by which to adjust vitamin (negative values are permitted)
cappedif true prevent vitamins which can accumulate in excess from doing so
Returns
adjusted level for the vitamin or zero if vitamin does not exist

Definition at line 546 of file consumption.cpp.

547{
548 if( !vit.is_valid() ) {
549 debugmsg( "Vitamin with id %s does not exist, and cannot be modified", vit.str() );
550 return 0;
551 }
552 // What's going on here? Emplace returns either an iterator to the inserted
553 // item or, if it already exists, an iterator to the (unchanged) extant item
554 // (Okay, technically it returns a pair<iterator, bool>, the iterator is what we want)
555 auto it = vitamin_levels.emplace( vit, 0 ).first;
556 const vitamin &v = *it->first;
557
558 if( qty > 0 ) {
559 // Accumulations can never occur from food sources
560 it->second = std::min( it->second + qty, capped ? 0 : v.max() );
561 update_vitamins( vit );
562
563 } else if( qty < 0 ) {
564 it->second = std::max( it->second + qty, v.min() );
565 update_vitamins( vit );
566 }
567
568 return it->second;
569}
void update_vitamins(const vitamin_id &vit)
Set vitamin deficiency/excess disease states dependent upon current vitamin levels.
Definition: character.cpp:8777
int max() const
Upper bound for any accumulation of this vitamin.
Definition: vitamin.h:72
int min() const
Lower bound for deficiency of this vitamin.
Definition: vitamin.h:67

References debugmsg, string_id< T >::is_valid(), vitamin::max(), vitamin::min(), string_id< T >::str(), update_vitamins(), and vitamin_levels.

Referenced by eff_fun_bleed(), rooted(), suffer_from_other_mutations(), suffer_in_sunlight(), update_body(), consume_drug_iuse::use(), vitamin_set(), and vitamins_mod().

◆ vitamin_rate()

time_duration Character::vitamin_rate ( const vitamin_id vit) const

Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.

Definition at line 531 of file consumption.cpp.

532{
533 time_duration res = vit.obj().rate();
534
535 for( const auto &m : get_mutations() ) {
536 const auto &mut = m.obj();
537 auto iter = mut.vitamin_rates.find( vit );
538 if( iter != mut.vitamin_rates.end() ) {
539 res += iter->second;
540 }
541 }
542
543 return res;
544}
time_duration rate() const
Usage rate of vitamin (time to consume unit) Lower bound is zero whereby vitamin is not required (but...
Definition: vitamin.h:80

References get_mutations(), string_id< T >::obj(), and vitamin::rate().

Referenced by item::food_info(), update_body(), and consume_drug_iuse::use().

◆ vitamin_set()

bool Character::vitamin_set ( const vitamin_id vit,
int  qty 
)

Sets level of a vitamin or returns false if id given in vit does not exist.

Note
status effects are still set for deficiency/excess
Parameters
[in]vitID of vitamin to adjust quantity for
[in]qtyQuantity to set level to
Returns
false if given vitamin_id does not exist, otherwise true

Definition at line 588 of file consumption.cpp.

589{
590 auto v = vitamin_levels.find( vit );
591 if( v == vitamin_levels.end() ) {
592 return false;
593 }
594 vitamin_mod( vit, qty - v->second, false );
595
596 return true;
597}

References vitamin_levels, and vitamin_mod().

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and eff_fun_toxin_buildup().

◆ vitamins_mod()

void Character::vitamins_mod ( const std::map< vitamin_id, int > &  vitamins,
bool  capped = true 
)

Definition at line 571 of file consumption.cpp.

572{
573 for( auto vit : vitamins ) {
574 vitamin_mod( vit.first, vit.second, capped );
575 }
576}

References vitamin_mod().

Referenced by update_stomach().

◆ volume_capacity()

◆ volume_capacity_reduced_by()

units::volume Character::volume_capacity_reduced_by ( const units::volume mod,
const excluded_stacks without = {} 
) const

Definition at line 2662 of file character.cpp.

2664{
2666 return units::volume_max;
2667 }
2668
2670 for( const auto &i : worn ) {
2671 if( !without.count( &i ) ) {
2672 ret += i.get_storage();
2673 }
2674 }
2675 if( has_bionic( bio_storage ) ) {
2676 ret += 2_liter;
2677 }
2678 if( has_trait( trait_SHELL ) ) {
2679 ret += 4_liter;
2680 }
2682 ret += 6_liter;
2683 }
2684 if( has_trait( trait_PACKMULE ) ) {
2685 ret = ret * 1.4;
2686 }
2687 if( has_trait( trait_DISORGANIZED ) ) {
2688 ret = ret * 0.6;
2689 }
2690 return std::max( ret, 0_ml );
2691}
static const trait_id trait_SHELL("SHELL")
static const trait_id trait_DISORGANIZED("DISORGANIZED")
static const trait_id trait_PACKMULE("PACKMULE")
static const bionic_id bio_storage("bio_storage")
const volume volume_max
Definition: units_volume.h:21

References bio_storage, has_active_mutation(), has_bionic(), has_trait(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, trait_DISORGANIZED, trait_PACKMULE, trait_SHELL, trait_SHELL2, units::volume_max, and worn.

Referenced by inventory_drop_selector::get_raw_stats(), pickup::reorder_for_dropping(), takeoff(), and volume_capacity().

◆ volume_carried()

◆ volume_carried_reduced_by()

units::volume Character::volume_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2604 of file character.cpp.

2605{
2606 if( without.empty() ) {
2607 return inv.volume();
2608 } else {
2609 return inv.volume_without( without );
2610 }
2611}
units::volume volume_without(const excluded_stacks &without) const
Definition: inventory.cpp:1071

References inv, inventory::volume(), and inventory::volume_without().

Referenced by inventory_drop_selector::get_raw_stats().

◆ vomit()

void Character::vomit ( )

Handles Character vomiting effects.

Definition at line 7675 of file character.cpp.

7676{
7677 g->events().send<event_type::throws_up>( getID() );
7678
7679 map &here = get_map();
7680 if( get_effect_int( effect_fungus ) >= 3 ) {
7681 add_msg_player_or_npc( m_bad, _( "You vomit thousands of live spores!" ),
7682 _( "<npcname> vomits thousands of live spores!" ) );
7683 fungal_effects( *g, here ).fungalize( pos(), this );
7684 } else if( stomach.get_calories() > 0 || get_thirst() < 0 ) {
7685 add_msg_player_or_npc( m_bad, _( "You throw up heavily!" ), _( "<npcname> throws up heavily!" ) );
7686 here.add_field( character_funcs::pick_safe_adjacent_tile( *this ).value_or( pos() ), fd_bile, 1 );
7687 } else {
7688 return;
7689 }
7690
7691 if( !has_effect( effect_nausea ) ) { // Prevents never-ending nausea
7692 const effect dummy_nausea( &effect_nausea.obj(), 0_turns, bodypart_str_id::NULL_ID(), 1,
7694 add_effect( effect_nausea, std::max( dummy_nausea.get_max_duration() *
7695 stomach.get_calories() / 100, dummy_nausea.get_int_dur_factor() ) );
7696 }
7697
7698 stomach.empty();
7699 set_thirst( std::max( 0, get_thirst() ) );
7701 if( get_healthy_mod() > 0 ) {
7702 set_healthy_mod( 0 );
7703 }
7704
7705 moves -= 100;
7706 // get_effect is more correct than has_effect because of body parts
7707 effect &eff_foodpoison = get_effect( effect_foodpoison );
7708 if( eff_foodpoison ) {
7709 eff_foodpoison.mod_duration( -30_minutes );
7710 }
7711 effect &eff_drunk = get_effect( effect_drunk );
7712 if( eff_drunk ) {
7713 eff_drunk.mod_duration( rng( -10_minutes, -50_minutes ) );
7714 }
7718 // Don't wake up when just retching
7719 wake_up();
7720}
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_bloated("bloated")
static const efftype_id effect_foodpoison("foodpoison")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_pkill3("pkill3")
void fungalize(const tripoint &p, Creature *origin=nullptr, double spore_chance=0.0)
field_type_id fd_bile
Definition: field_type.cpp:337
std::optional< tripoint > pick_safe_adjacent_tile(const Character &who)
Returns an unoccupied, safe adjacent point.

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), effect_bloated, effect_drunk, effect_foodpoison, effect_fungus, effect_nausea, effect_pkill1, effect_pkill2, effect_pkill3, stomach_contents::empty(), fd_bile, fungal_effects::fungalize(), g, stomach_contents::get_calories(), Creature::get_effect(), Creature::get_effect_int(), get_healthy_mod(), effect::get_int_dur_factor(), get_map(), effect::get_max_duration(), get_thirst(), getID(), Creature::has_effect(), m_bad, effect::mod_duration(), Creature::moves, string_id< body_part_type >::NULL_ID(), string_id< T >::obj(), character_funcs::pick_safe_adjacent_tile(), pos(), Creature::remove_effect(), rng(), set_healthy_mod(), set_thirst(), stomach, throws_up, calendar::turn, and wake_up().

Referenced by activate_mutation(), addict_effect(), iuse::artifact(), iuse::blech(), iuse::dig(), eat(), eff_fun_hallu(), eff_fun_hot(), eff_fun_rat(), hardcoded_effects(), marloss_common(), iuse::mycus(), process_effects_internal(), process_one_effect(), iuse::sewage(), suffer_from_radiation(), suffer_while_awake(), try_reject_mutagen(), avatar::vomit(), and spell_effect::vomit().

◆ wait_effects()

void Character::wait_effects ( )

Definition at line 1515 of file character.cpp.

1516{
1517 if( has_effect( effect_downed ) ) {
1518 try_remove_downed( *this );
1519 return;
1520 }
1521 if( has_effect( effect_beartrap ) ) {
1522 try_remove_bear_trap( *this );
1523 return;
1524 }
1525 if( has_effect( effect_lightsnare ) ) {
1526 try_remove_lightsnare( *this );
1527 return;
1528 }
1529 if( has_effect( effect_heavysnare ) ) {
1530 try_remove_heavysnare( *this );
1531 return;
1532 }
1533 if( has_effect( effect_webbed ) ) {
1534 try_remove_webs( *this );
1535 return;
1536 }
1537 if( has_effect( effect_grabbed ) ) {
1538 try_remove_grab( *this );
1539 return;
1540 }
1541}

References effect_beartrap, effect_downed, effect_grabbed, effect_heavysnare, effect_lightsnare, effect_webbed, Creature::has_effect(), try_remove_bear_trap(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by character_funcs::do_pause().

◆ wake_up()

void Character::wake_up ( )

Removes "sleep" and "lying_down".

Definition at line 7554 of file character.cpp.

7555{
7559 if( has_effect( effect_sleep ) ) {
7560 g->events().send<event_type::character_wakes_up>( getID() );
7562 // Wake up might be called more than once per turn, but we only need to recalc after removing sleep
7564 }
7565}
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static const efftype_id effect_alarm_clock("alarm_clock")
@ character_wakes_up

References character_wakes_up, effect_alarm_clock, effect_lying_down, effect_sleep, effect_slept_through_alarm, g, getID(), Creature::has_effect(), recalc_sight_limits(), and Creature::remove_effect().

Referenced by hardcoded_effects(), on_hurt(), sounds::process_sound_markers(), react_to_felt_pain(), Creature::remove_effect(), suffer_from_asthma(), suffer_from_sunburn(), update_bodytemp(), vomit(), and avatar::wake_up().

◆ warmth()

std::map< bodypart_id, int > Character::warmth ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns warmth provided by armor, etc.

Definition at line 9349 of file character.cpp.

9351{
9352 std::map<bodypart_id, int> ret;
9353 for( const bodypart_id &bp : get_all_body_parts() ) {
9354 ret.emplace( bp, 0 );
9355 }
9356
9357 for( const std::pair<const bodypart_id, std::vector<const item *>> &on_bp : clothing_map ) {
9358 const bodypart_id &bp = on_bp.first;
9359 for( const item *it : on_bp.second ) {
9360 double warmth = it->get_warmth();
9361 // Warmth reduced linearly with wetness
9362 const auto &materials = it->made_of();
9363 float max_wet_resistance = std::accumulate( materials.begin(), materials.end(), 0.0f,
9364 []( float best, const material_id & mat ) {
9365 return std::max( best, mat->warmth_when_wet() );
9366 } );
9367 float wet_mult = 1.0f - max_wet_resistance * body_wetness[bp->token] / drench_capacity[bp->token];
9368 ret[bp] += warmth * wet_mult;
9369 }
9370 ret[bp] += get_effect_int( effect_heating_bionic, bp->token );
9371 }
9372 return ret;
9373}
static const efftype_id effect_heating_bionic("heating_bionic")
int get_warmth() const
Returns the warmth value that this item has when worn.
Definition: item.cpp:5918

References body_wetness, drench_capacity, effect_heating_bionic, Creature::get_all_body_parts(), Creature::get_effect_int(), item::get_warmth(), item::made_of(), and cata::hash64_detail::ret.

Referenced by weather_effect::wet_player().

◆ wear_item()

std::optional< std::list< item >::iterator > Character::wear_item ( const item to_wear,
bool  interactive = true 
)

Wear a copy of specified item.

Parameters
to_wearItem to wear
interactiveIf set, won't alert the player or drain moves on completion
Returns
nullopt on fail, pointer to newly worn item on success.

Definition at line 2117 of file character.cpp.

2118{
2119 const auto ret = can_wear( to_wear );
2120 if( !ret.success() ) {
2121 if( interactive ) {
2122 add_msg_if_player( m_info, "%s", ret.c_str() );
2123 }
2124 return std::nullopt;
2125 }
2126
2127 const bool was_deaf = is_deaf();
2128 const bool supertinymouse = get_size() == MS_TINY;
2129 last_item = to_wear.typeId();
2130
2131 std::list<item>::iterator position = position_to_wear_new_item( to_wear );
2132 std::list<item>::iterator new_item_it = worn.insert( position, to_wear );
2133
2134 if( interactive ) {
2136 _( "You put on your %s." ),
2137 _( "<npcname> puts on their %s." ),
2138 to_wear.tname() );
2139 moves -= item_wear_cost( to_wear );
2140
2141 for( const body_part bp : all_body_parts ) {
2142 if( to_wear.covers( bp ) && encumb( bp ) >= 40 ) {
2144 bp == bp_eyes ?
2145 _( "Your %s are very encumbered! %s" ) : _( "Your %s is very encumbered! %s" ),
2146 body_part_name( bp ), encumb_text( bp ) );
2147 }
2148 }
2149 if( !was_deaf && is_deaf() ) {
2150 add_msg_if_player( m_info, _( "You're deafened!" ) );
2151 }
2152 if( supertinymouse && !to_wear.has_flag( flag_UNDERSIZE ) ) {
2154 _( "This %s is too big to wear comfortably! Maybe it could be refitted." ),
2155 to_wear.tname() );
2156 } else if( !supertinymouse && to_wear.has_flag( flag_UNDERSIZE ) ) {
2158 _( "This %s is too small to wear comfortably! Maybe it could be refitted." ),
2159 to_wear.tname() );
2160 }
2161 } else {
2162 add_msg_if_npc( _( "<npcname> puts on their %s." ), to_wear.tname() );
2163 }
2164
2165 new_item_it->on_wear( *this );
2166
2167 inv.update_invlet( *new_item_it );
2168 inv.update_cache_with_item( *new_item_it );
2169
2172
2173 return new_item_it;
2174}
std::string encumb_text(body_part bp)
Returns the matching encumbrance text for a given body_part token.
Definition: bodypart.cpp:360
static const std::string flag_UNDERSIZE("UNDERSIZE")
void update_invlet(item &it, bool assign_invlet=true)
Definition: inventory.cpp:1217
void update_cache_with_item(item &newit)
Definition: inventory.cpp:253

References _, Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), all_body_parts, body_part_name(), bp_eyes, can_wear(), item::covers(), encumb(), encumb_text(), flag_UNDERSIZE(), get_size(), item::has_flag(), inv, is_deaf(), item_wear_cost(), last_item, m_info, m_warning, Creature::moves, MS_TINY, position, position_to_wear_new_item(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::typeId(), inventory::update_cache_with_item(), inventory::update_invlet(), and worn.

Referenced by activity_on_turn_wear(), iexamine::autodoc(), avatar::create(), dispose_item(), pick_one_up(), spell_effect::spawn_ethereal_item(), standard_npc::standard_npc(), npc::stow_item(), avatar_funcs::use_item(), npc::wear_if_wanted(), and wear_possessed().

◆ wear_possessed()

std::optional< std::list< item >::iterator > Character::wear_possessed ( item to_wear,
bool  interactive = true 
)

Wear specified item.

Item must be in characters possession (wielded or stored).

Parameters
to_wearItem to wear
interactiveIf set, won't alert the player or drain moves on completion
Returns
nullopt on fail, pointer to newly worn item on success

Definition at line 2962 of file character.cpp.

2963{
2964 if( is_worn( to_wear ) ) {
2965 if( interactive ) {
2967 _( "You are already wearing that." ),
2968 _( "<npcname> is already wearing that." )
2969 );
2970 }
2971 return std::nullopt;
2972 }
2973 if( to_wear.is_null() ) {
2974 if( interactive ) {
2976 _( "You don't have that item." ),
2977 _( "<npcname> doesn't have that item." ) );
2978 }
2979 return std::nullopt;
2980 }
2981
2982 bool was_weapon;
2983 item to_wear_copy( to_wear );
2984 if( &to_wear == &weapon ) {
2985 weapon = item();
2986 was_weapon = true;
2987 } else {
2988 inv.remove_item( &to_wear );
2989 inv.restack( *this->as_player() );
2990 was_weapon = false;
2991 }
2992
2993 auto result = wear_item( to_wear_copy, interactive );
2994 if( !result ) {
2995 if( was_weapon ) {
2996 weapon = to_wear_copy;
2997 } else {
2998 inv.add_item( to_wear_copy, true );
2999 }
3000 return std::nullopt;
3001 }
3002
3003 return result;
3004}

References _, inventory::add_item(), Creature::add_msg_player_or_npc(), Creature::as_player(), inv, item::is_null(), is_worn(), m_info, inventory::remove_item(), inventory::restack(), weapon, and wear_item().

Referenced by examine_item_menu::run(), show_armor_layers_ui(), and wear().

◆ wearing_something_on()

bool Character::wearing_something_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body part.

Definition at line 8836 of file character.cpp.

8837{
8838 for( auto &i : worn ) {
8839 if( i.covers( bp->token ) ) {
8840 return true;
8841 }
8842 }
8843 return false;
8844}

References worn.

Referenced by armwear_factor(), can_drink_nectar(), can_wear(), iexamine::chainfence(), footwear_factor(), on_hit(), reset_stats(), suffer_from_sunburn(), and suffer_in_sunlight().

◆ weight_capacity()

units::mass Character::weight_capacity ( ) const
overridevirtual
Strength increases carrying capacity

Reimplemented from Creature.

Definition at line 2613 of file character.cpp.

2614{
2616 // Infinite enough
2617 return units::mass_max;
2618 }
2619 // Get base capacity from creature,
2620 // then apply player-only mutation and trait effects.
2622 /** @EFFECT_STR increases carrying capacity */
2623 ret += get_str() * 4_kilogram;
2624 ret *= mutation_value( "weight_capacity_modifier" );
2625
2626 units::mass worn_weight_bonus = 0_gram;
2627 for( const item &it : worn ) {
2628 ret *= it.get_weight_capacity_modifier();
2629 worn_weight_bonus += it.get_weight_capacity_bonus();
2630 }
2631
2632 units::mass bio_weight_bonus = 0_gram;
2633 for( const bionic_id &bid : get_bionics() ) {
2634 ret *= bid->weight_capacity_modifier;
2635 bio_weight_bonus += bid->weight_capacity_bonus;
2636 }
2637
2638 ret += bio_weight_bonus + worn_weight_bonus;
2639
2641 ret += 22500_gram;
2642 }
2643
2644 if( ret < 0_gram ) {
2645 ret = 0_gram;
2646 }
2647 if( is_mounted() ) {
2648 auto *mons = mounted_creature.get();
2649 // the mech has an effective strength for other purposes, like hitting.
2650 // but for lifting, its effective strength is even higher, due to its sturdy construction, leverage,
2651 // and being built entirely for that purpose with hydraulics etc.
2652 ret = mons->mech_str_addition() == 0 ? ret : ( mons->mech_str_addition() + 10 ) * 4_kilogram;
2653 }
2654 return ret;
2655}
virtual units::mass weight_capacity() const
Definition: creature.cpp:1807
@ AEP_CARRY_MORE
Definition: enums.h:118

References AEP_CARRY_MORE, get_bionics(), get_str(), has_artifact_with(), has_trait(), is_mounted(), units::mass_max, mounted_creature, mutation_value(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, Creature::weight_capacity(), and worn.

Referenced by activate_bionic(), are_requirements_nearby(), burn_move_stamina(), can_pick_weight(), carry_weight_string(), pickup::cost_to_move_item(), overmap_ui::display(), pickup::do_pickup(), draw_speed_tab(), draw_stats_info(), draw_weightvolume_labels(), npc::drop_items(), fetch_activity(), find_best_bench(), npc::find_item(), inventory_selector::get_raw_stats(), inventory_drop_selector::get_raw_stats(), iexamine::ledge(), npc_pickup_from_stack(), trading_window::perform_trade(), recalc_speed_bonus(), set_stats(), suffer_while_awake(), and weight_carried_reduced_by().

◆ weight_carried()

◆ weight_carried_reduced_by()

units::mass Character::weight_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2556 of file character.cpp.

2557{
2558 const std::map<const item *, int> empty;
2559
2560 // Worn items
2561 units::mass ret = 0_gram;
2562 for( auto &i : worn ) {
2563 if( !without.count( &i ) ) {
2564 ret += i.weight();
2565 }
2566 }
2567
2568 // Items in inventory
2569 ret += inv.weight_without( without );
2570
2571 // Wielded item
2572 units::mass weaponweight = 0_gram;
2573 auto weapon_it = without.find( &weapon );
2574 if( weapon_it == without.end() ) {
2575 weaponweight = weapon.weight();
2576 } else {
2577 int subtract_count = ( *weapon_it ).second;
2578 if( weapon.count_by_charges() ) {
2579 item copy = weapon;
2580 copy.charges -= subtract_count;
2581 if( copy.charges < 0 ) {
2582 debugmsg( "Trying to remove more charges than the wielded item has" );
2583 copy.charges = 0;
2584 }
2585 weaponweight = copy.weight();
2586 } else if( subtract_count > 1 ) {
2587 debugmsg( "Trying to remove more than one wielded item" );
2588 }
2589 }
2590 // Exclude wielded item if using lifting tool
2591 if( weaponweight + ret > weight_capacity() ) {
2592 const float liftrequirement = std::ceil( units::to_gram<float>( weaponweight ) /
2593 units::to_gram<float>( TOOL_LIFT_FACTOR ) );
2594 if( g->new_game || best_nearby_lifting_assist() < liftrequirement ) {
2595 ret += weaponweight;
2596 }
2597 } else {
2598 ret += weaponweight;
2599 }
2600
2601 return ret;
2602}
units::mass weight_without(const excluded_stacks &without) const
Definition: inventory.cpp:1042
#define TOOL_LIFT_FACTOR

References best_nearby_lifting_assist(), item::charges, item::count_by_charges(), debugmsg, g, inv, cata::hash64_detail::ret, TOOL_LIFT_FACTOR, weapon, item::weight(), weight_capacity(), inventory::weight_without(), and worn.

Referenced by inventory_drop_selector::get_raw_stats(), and weight_carried().

◆ wield()

virtual bool Character::wield ( item target)
pure virtual

Removes currently wielded item (if any) and replaces it with the target item.

Parameters
targetreplacement item to wield or null item to remove existing weapon without replacing it
Returns
whether both removal and replacement were successful (they are performed atomically)

Implemented in npc, and avatar.

Referenced by handle_melee_wear(), mount_creature(), perform_technique(), pick_one_up(), and mattack::riotbot().

◆ wielded_items() [1/2]

std::vector< item * > Character::wielded_items ( )

Returns all equipped items that require a limb to be held.

Definition at line 159 of file melee.cpp.

160{
161 if( !weapon.is_null() ) {
162 return {&weapon};
163 }
164
165 return {};
166}

References item::is_null(), and weapon.

Referenced by player::get_eligible_containers_for_crafting(), npc_trading::init_selling(), avatar_action::plthrow(), avatar_action::reload_weapon(), and avatar_action::reload_wielded().

◆ wielded_items() [2/2]

std::vector< const item * > Character::wielded_items ( ) const

Definition at line 168 of file melee.cpp.

169{
170 if( !weapon.is_null() ) {
171 return {&weapon};
172 }
173
174 return {};
175}

References item::is_null(), and weapon.

◆ will_eat()

ret_val< edible_rating > Character::will_eat ( const item food,
bool  interactive = false 
) const

Same as can_eat, but takes consequences into account.

Asks about them if

Parameters
interactiveis true, refuses otherwise.

Definition at line 730 of file consumption.cpp.

731{
732 const auto ret = can_eat( food );
733 if( !ret.success() ) {
734 if( interactive ) {
735 add_msg_if_player( m_info, "%s", ret.c_str() );
736 }
737 return ret;
738 }
739
740 std::vector<ret_val<edible_rating>> consequences;
741 const auto add_consequence = [&consequences]( const std::string & msg, edible_rating code ) {
742 consequences.emplace_back( ret_val<edible_rating>::make_failure( code, msg ) );
743 };
744
745 const bool saprophage = has_trait( trait_SAPROPHAGE );
746 const auto &comest = food.get_comestible();
747
748 if( food.rotten() ) {
749 const bool saprovore = has_trait( trait_SAPROVORE );
750 if( !saprophage && !saprovore && !has_bionic( bio_digestion ) ) {
751 add_consequence( _( "This is rotten and smells awful!" ), edible_rating::rotten );
752 }
753 }
754
755 const bool carnivore = has_trait( trait_CARNIVORE );
756 if( food.has_flag( flag_CANNIBALISM ) && !has_trait_flag( "CANNIBAL" ) ) {
757 add_consequence( _( "The thought of eating human flesh makes you feel sick." ),
759 }
760
761 const bool edible = comest->comesttype == comesttype_FOOD || food.has_flag( flag_USE_EAT_VERB );
762
763 int food_kcal = compute_effective_nutrients( food ).kcal;
764 if( food_kcal > 0 && has_effect( effect_nausea ) ) {
765 add_consequence( _( "You still feel nauseous and will probably puke it all up again." ),
767 }
768
769 if( ( food_kcal > 0 || comest->quench > 0 ) && has_effect( effect_bloated )
770 && !food.has_flag( flag_NO_BLOAT ) ) {
771 add_consequence( _( "You're full and will vomit if you try to consume anything." ),
773 }
774
775 if( ( allergy_type( food ) != MORALE_NULL ) || ( carnivore && food.has_flag( flag_ALLERGEN_JUNK ) &&
776 !food.has_flag( flag_CARNIVORE_OK ) ) ) {
777 add_consequence( _( "Your stomach won't be happy (allergy)." ), edible_rating::allergy );
778 }
779
780 if( saprophage && edible && food.rotten() && !food.has_flag( flag_FERTILIZER ) ) {
781 // Note: We're allowing all non-solid "food". This includes drugs
782 // Hard-coding fertilizer for now - should be a separate flag later
783 //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person.
784 //~ Semantic difference, but greatly facilitates people being proud of their character.
785 add_consequence( _( "Your stomach won't be happy (not rotten enough)." ),
787 }
788
789 if( !food.has_infinite_charges() &&
790 ( ( food_kcal > 0 &&
791 get_stored_kcal() + stomach.get_calories() + food_kcal
792 > max_stored_kcal() ) ||
793 ( comest->quench > 0 && get_thirst() < comest->quench ) ) ) {
794 add_consequence( _( "You're full already and the excess food will be wasted." ),
796 }
797
798 if( !consequences.empty() ) {
799 if( !interactive ) {
800 return consequences.front();
801 }
802 std::string req;
803 for( const auto &elem : consequences ) {
804 req += elem.str() + "\n";
805 }
806
807 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
808 std::string food_tname = food.tname();
809 const nc_color food_color = food.color_in_inventory();
810 if( eat_verb || comest->comesttype == comesttype_FOOD ) {
811 req += string_format( _( "Eat your %s anyway?" ), colorize( food_tname, food_color ) );
812 } else if( !eat_verb && comest->comesttype == comesttype_DRINK ) {
813 req += string_format( _( "Drink your %s anyway?" ), colorize( food_tname, food_color ) );
814 } else {
815 req += string_format( _( "Consume your %s anyway?" ), colorize( food_tname, food_color ) );
816 }
817
818 if( !query_yn( req ) ) {
819 return consequences.front();
820 }
821 }
822 // All checks ended, it's edible (or we're pretending it is)
824}
edible_rating
Definition: character.h:164
bool has_infinite_charges() const
Definition: item.cpp:9961
The class represents a composite return value of an arbitrary function (result).
Definition: ret_val.h:21
static const std::string flag_FERTILIZER("FERTILIZER")
static const efftype_id effect_nausea("nausea")

References _, Creature::add_msg_if_player(), allergy, allergy_type(), allergy_weak, bio_digestion, bloated, can_eat(), cannibalism, item::color_in_inventory(), colorize(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), edible, effect_bloated, effect_nausea, flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_FERTILIZER(), flag_NO_BLOAT(), flag_USE_EAT_VERB(), stomach_contents::get_calories(), item::get_comestible(), get_stored_kcal(), get_thirst(), has_bionic(), Creature::has_effect(), item::has_flag(), item::has_infinite_charges(), has_trait(), has_trait_flag(), nutrients::kcal, m_info, ret_val< T >::make_success(), max_stored_kcal(), MORALE_NULL, nausea, query_yn(), cata::hash64_detail::ret, rotten, item::rotten(), stomach, string_format(), item::tname(), too_full, trait_CARNIVORE, trait_SAPROPHAGE, and trait_SAPROVORE.

Referenced by item::color_in_inventory(), npc::consume_food(), eat(), find_auto_consume(), examine_item_menu::rate_action_eat(), and npc::value().

◆ worn_position_to_index()

static int Character::worn_position_to_index ( int  position)
inlinestatic

Definition at line 1091 of file character.h.

1091 {
1092 return -2 - position;
1093 }

References position.

Referenced by advanced_inventory::action_examine(), get_item_position(), i_at(), i_rem(), and avatar_action::wield().

◆ worn_with_flag()

Member Data Documentation

◆ _skills

◆ activity

player_activity Character::activity

Definition at line 1570 of file character.h.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), assign_stashed_activity(), iexamine::autodoc(), activity_handlers::build_do_turn(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), character_effects::calc_focus_equilibrium(), cancel_activity(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), check_outbounds_activity(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), veh_interact::complete_vehicle(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), npc::do_player_activity(), npc::do_pulp(), avatar::do_read(), game::do_turn(), player_activity::do_turn(), pickup_activity_actor::do_turn(), npc::drop(), eff_fun_bleed(), fall_asleep(), fetch_activity(), iuse::fill_pit(), activity_handlers::find_mount_do_turn(), npc::finish_read(), iuse::fishing_rod(), game::forced_door_closing(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), player_activity::get_progress_message(), talk_function::give_aid(), talk_function::give_all_aid(), avatar_funcs::gunmod_add(), iuse::hacksaw(), iuse::hand_crank(), game::handle_key_blocking_activity(), hardcoded_effects(), has_activity(), npc::has_player_activity(), in_sleep_state(), install_bionics(), vehicle::interact_with(), inv_internal(), iuse::jackhammer(), load(), npc::load(), iuse::makemound(), monexamine::milk_source(), mine_activity(), npc::move(), map::move_vehicle(), npc::on_load(), iuse::oxytorch(), perform_zone_activity_turn(), iuse::pickaxe(), game::place_player(), monexamine::play_with(), iuse::portable_game(), game::process_activity(), sounds::process_sound_markers(), process_turn(), game::process_voluntary_act_interrupt(), avatar::read(), npc::reboot(), avatar_action::reload(), DefaultRemovePartHandler::removed(), activity_handlers::repair_item_finish(), resume_backlog_activity(), npc::revert_after_activity(), iexamine::rubble(), iexamine::safe(), conditional_t< T >::set_has_activity(), npc::set_mission(), monexamine::shear_animal(), show_armor_layers_ui(), iexamine::shrub_wildveggies(), smash(), player::start_craft(), store(), npc::talk_to_u(), avatar_funcs::toolmod_add(), iexamine::trap(), try_start_hacking(), uninstall_bionic(), update_needs(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), cast_spell_actor::use(), heal_actor::use_healing_item(), vehicle_activity(), and iuse::vibe().

◆ activity_vehicle_part_index

◆ addictions

◆ ammo_location

item_location Character::ammo_location

Definition at line 1595 of file character.h.

◆ anchor

safe_reference_anchor Character::anchor
private

Definition at line 2273 of file character.h.

Referenced by get_safe_reference().

◆ auto_move_route

std::vector<tripoint> Character::auto_move_route
private

◆ autolearn_skills_stamp

pimpl<SkillLevelMap> Character::autolearn_skills_stamp
mutableprotected

Stamp of character skills.

learned_recipes are valid only with this set of skills.

Definition at line 2170 of file character.h.

Referenced by get_learned_recipes(), load(), and store().

◆ backlog

◆ bio_soporific_powered_at_last_sleep_check

bool Character::bio_soporific_powered_at_last_sleep_check = false

Definition at line 2152 of file character.h.

Referenced by character_funcs::roll_can_sleep(), and avatar_funcs::try_to_sleep().

◆ blocks_left

int Character::blocks_left = 0

Definition at line 568 of file character.h.

Referenced by block_hit(), player::player(), and process_turn().

◆ body_wetness

◆ cached_crafting_inventory

inventory Character::cached_crafting_inventory
private

Definition at line 2269 of file character.h.

Referenced by crafting_inventory().

◆ cached_moves

int Character::cached_moves = 0
private

Definition at line 2267 of file character.h.

Referenced by crafting_inventory().

◆ cached_mutations

std::vector<const mutation_branch *> Character::cached_mutations
protected

◆ cached_position

tripoint Character::cached_position
private

Definition at line 2268 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ cached_time

time_point Character::cached_time

Definition at line 1598 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ camps

std::set<tripoint_abs_omt> Character::camps

◆ cash

int Character::cash = 0

◆ check_encumbrance

bool Character::check_encumbrance = true
private

◆ consumption_history

pimpl<consumption_history_t> Character::consumption_history

Definition at line 1584 of file character.h.

Referenced by eat(), fun_for(), load(), and store().

◆ controlling_vehicle

◆ custom_profession

std::string Character::custom_profession

◆ damage_bandaged

std::array<int, num_hp_parts> Character::damage_bandaged

Definition at line 1562 of file character.h.

Referenced by heal_actor::finish_using(), load(), regen(), and player::store().

◆ damage_disinfected

std::array<int, num_hp_parts> Character::damage_disinfected

Definition at line 1562 of file character.h.

Referenced by iexamine::autodoc(), heal_actor::finish_using(), load(), regen(), and player::store().

◆ death_drops

bool Character::death_drops = true

Definition at line 252 of file character.h.

Referenced by npc::npc(), place_corpse(), and player::player().

◆ destination_activity

player_activity Character::destination_activity
private

◆ destination_point

◆ dex_bonus

int Character::dex_bonus = 0
protected

◆ dex_cur

◆ dex_max

◆ dodges_left

int Character::dodges_left = 0

Definition at line 569 of file character.h.

Referenced by get_dodge(), game::is_game_over(), on_dodge(), player::player(), and process_turn().

◆ drench_capacity

std::array<int, num_bp> Character::drench_capacity

◆ enchantment_cache

◆ encumbrance_cache

pimpl<char_encumbrance_data> Character::encumbrance_cache
protected

Definition at line 2142 of file character.h.

Referenced by encumb(), extraEncumbrance(), get_encumbrance(), and reset_encumbrance().

◆ fac_id

◆ faction_api_version

int Character::faction_api_version = 2
protected

◆ fatigue

int Character::fatigue = 0
private

◆ fleshy

const std::vector< material_id > Character::fleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
static

Definition at line 783 of file character.h.

Referenced by made_of(), and made_of_any().

◆ focus_pool

◆ follower_ids

std::set<character_id> Character::follower_ids

Definition at line 1593 of file character.h.

◆ frostbite_timer

std::array<int, num_bp> Character::frostbite_timer

Definition at line 2285 of file character.h.

Referenced by load(), store(), and update_bodytemp().

◆ hauling

bool Character::hauling = false

Definition at line 1566 of file character.h.

Referenced by is_hauling(), player::player(), start_hauling(), and stop_hauling().

◆ healed_total

std::array<int, num_hp_parts> Character::healed_total

Definition at line 1772 of file character.h.

Referenced by healed_bp(), load(), and store().

◆ healthy

int Character::healthy = 0
protected

How healthy the character is.

Definition at line 2131 of file character.h.

Referenced by get_healthy(), load(), mod_healthy(), set_healthy(), and store().

◆ healthy_mod

int Character::healthy_mod = 0
protected

Definition at line 2132 of file character.h.

Referenced by get_healthy_mod(), load(), mod_healthy_mod(), set_healthy_mod(), and store().

◆ id

◆ in_vehicle

◆ init_age

int Character::init_age = 25
protected

age in years at character creation

Definition at line 2135 of file character.h.

Referenced by age(), base_age(), load(), mod_base_age(), avatar::randomize(), reset_chargen_attributes(), set_base_age(), and store().

◆ init_height

int Character::init_height = 175
protected

height at character creation

Definition at line 2137 of file character.h.

Referenced by base_height(), height(), load(), mod_base_height(), avatar::randomize(), reset_chargen_attributes(), set_base_height(), and store().

◆ int_bonus

int Character::int_bonus = 0
protected

◆ int_cur

◆ int_max

◆ inv

inventory Character::inv

Definition at line 1573 of file character.h.

Referenced by inventory_selector::add_character_items(), advanced_inventory_pane::add_items_from_area(), allocated_invlets(), npc::alt_attack(), autoclave_internal(), autodoc_internal(), behavior::character_oracle_t::can_make_fire(), can_pick_volume(), player::can_start_craft(), iuse_transform::can_use(), behavior::character_oracle_t::can_wear_warmer_clothes(), debug_menu::character_edit_menu(), game_menus::inv::common(), game_menus::inv::compare(), complete_craft(), consume(), npc::consume_cbm_items(), npc::consume_food(), convert_to_items(), crafting_inventory(), avatar::create(), npc::decide_needs(), die(), dispose_item(), npc::dispose_item(), drop_invalid_inventory(), npc::drop_items(), findBestGasDiscount(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_item_position(), item::get_remaining_capacity_for_liquid(), get_weight(), behavior::character_oracle_t::has_food(), npc::has_painkiller(), behavior::character_oracle_t::has_water(), npc::heal_self(), i_add(), i_add_or_drop(), i_at(), i_rem(), tutorial_game::init(), npc_trading::init_buying(), npc_trading::init_selling(), inv_dump(), inv_internal(), irradiate(), leak_level(), avatar::load(), load(), npc::mug_player(), game_menus::inv::multidrop(), iexamine::pay_gas(), pour_into(), process_items(), iuse::radiocar(), npc::randomize(), game_menus::inv::reassign_letter(), item::reload(), pickup::reorder_for_dropping(), player::select_requirements(), set_item_inventory(), npc::shop_restock(), show_armor_layers_ui(), iuse::smoking(), starting_inv(), avatar::store(), player::store(), game_menus::inv::swap_letters(), avatar_action::swim(), takeoff(), character_funcs::try_wield_contents(), unwield(), npc::update_worst_item_value(), use_amount(), npc::use_painkiller(), volume_carried(), volume_carried_reduced_by(), wash_items(), wear_item(), wear_possessed(), weight_carried_reduced_by(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), and memorial_logger::write().

◆ known_traps

trap_map Character::known_traps
protected

Definition at line 2141 of file character.h.

Referenced by add_known_trap(), knows_trap(), load(), and store().

◆ last_climate_control_ret

bool Character::last_climate_control_ret = false

Definition at line 2290 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ last_item

◆ last_sleep_check

time_point Character::last_sleep_check = calendar::turn_zero

Definition at line 2151 of file character.h.

Referenced by player::load(), character_funcs::roll_can_sleep(), and player::store().

◆ learned_recipes

pimpl<recipe_subset> Character::learned_recipes
mutableprotected

Subset of learned recipes.

Needs to be mutable for lazy initialization.

Definition at line 2172 of file character.h.

Referenced by avatar::create(), get_learned_recipes(), learn_recipe(), load(), and store().

◆ magic

◆ male

◆ martial_arts_data

◆ max_power_level

◆ melee_miss_reasons

struct weighted_int_list< std::string > Character::melee_miss_reasons
private

Definition at line 2265 of file character.h.

Referenced by add_miss_reason(), clear_miss_reasons(), and get_miss_reason().

◆ morale

◆ mounted_creature

◆ mounted_creature_id

int Character::mounted_creature_id = 0

Definition at line 1612 of file character.h.

Referenced by load().

◆ move_mode

◆ mut_drench

std::array<std::array<int, NUM_WATER_TOLERANCE>, num_bp> Character::mut_drench
protected

Definition at line 857 of file character.h.

Referenced by apply_wetness_morale(), and drench_mut_calc().

◆ mutation_category_level

std::map<std::string, int> Character::mutation_category_level

◆ my_bionics

◆ my_fac

◆ my_mutations

mutation_collection Character::my_mutations

Traits / mutations of the character.

Key is the mutation id (it's also a valid key into mutation_data), the value describes the status of the mutation. If there is not entry for a mutation, the character does not have it. If the map contains the entry, the character has the mutation.

Definition at line 2150 of file character.h.

Referenced by activate_mutation(), active_light(), clear_mutations(), avatar::create(), deactivate_mutation(), get_mutations(), get_overlay_ids(), has_active_mutation(), has_opposite_trait(), has_trait(), load(), mutation_effect(), mutation_spend_resources(), rebuild_mutation_cache(), set_mutation(), detail::show_mutations_ui_internal(), store(), suffer(), switch_mutations(), toggle_trait(), and unset_mutation().

◆ my_traits

std::unordered_set<trait_id> Character::my_traits
protected

Contains mutation ids of the base traits.

Definition at line 2157 of file character.h.

Referenced by clear_mutations(), get_base_traits(), has_base_trait(), load(), store(), and toggle_trait().

◆ name

std::string Character::name

Definition at line 1558 of file character.h.

Referenced by assign_activity(), vehicle::automatic_fire_turret(), bionics_install_failure(), map::board_vehicle(), body_window(), butcher_corpse_activity(), butchery_drops_harvest(), talk_function::buy_100_logs(), talk_function::buy_10_logs(), talk_function::buy_haircut(), talk_function::buy_shave(), veh_interact::calc_overview(), can_wear(), enchantment::cast_enchantment_spell(), debug_menu::character_edit_menu(), avatar::character_to_template(), activity_handlers::chop_logs_finish(), game::cleanup_at_end(), veh_interact::complete_vehicle(), target_ui::confirm_non_enemy_target(), npc::consume_food(), consume_item(), avatar::create(), mission_end::deposit_box(), item_location::impl::item_on_person::describe(), diary::diary(), npc::die(), disp_name(), npc::do_reload(), overmap_ui::draw_ascii(), draw_tip(), npc::drop_items(), dialogue::dynamic_line(), talk_function::end_conversation(), enumerate_unmet_requirements(), npc::execute_action(), extended_description(), npc::faction_display(), fetch_activity(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_plant(), basecamp::finish_return(), ranged::fire_gun(), overmapbuffer::fix_npcs(), talk_function::flee(), talk_function::forage_return(), game::forced_door_closing(), npc::form_opinion(), iuse::geiger(), generic_multi_activity_locations(), get_name(), avatar::get_save_id(), vehicle::get_targeting_npc(), talk_function::give_aid(), talk_function::give_all_aid(), talk_function::give_equipment(), npc::go_to_omt_destination(), npc::handle_sound(), hardcoded_effects(), iexamine::harvest_plant(), healing_rate(), talk_function::hostile(), tutorial_game::init(), talk_function::insult_combat(), activity_handlers::jackhammer_finish(), talk_function::labor_return(), talk_function::leave(), load(), npc_template::load(), game::load(), npc::load_npc_template(), make_fake_npc(), melee_attack(), talk_function::morale_chat_activity(), npc::move(), move_item(), npc::move_to(), npc::mug_player(), mutation_attacks(), game::npc_menu(), npc_temp_orders_menu(), npc_throw(), on_hit(), npc::on_load(), dialogue::opt(), perform_technique(), trading_window::perform_trade(), petfood(), pick_name(), npc::pick_up_item(), activity_handlers::pickaxe_finish(), place_corpse(), mission_start::place_dog(), mission_start::place_npc_software(), npc::print_info(), print_info(), avatar::randomize(), talk_function::remove_overseer(), reveal_target(), rod_fish(), avatar::save_template(), npc::say(), npc::scan_new_items(), talk_function::scavenging_patrol_return(), talk_function::scavenging_raid_return(), npc::set_attitude(), set_description(), talk_function::set_npc_pickup(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_buy_monster(), talk_effect_fun_t::set_u_sell_item(), npc::setpos(), short_description_parts(), show_armor_layers_ui(), show_photo_selection(), map::smash_trap(), standard_npc::standard_npc(), talk_function::start_mugging(), game_menus::inv::steal(), talk_function::stop_following(), talk_function::stop_guard(), store(), talk_function::stranger_neutral(), suffer_from_schizophrenia(), survive_random_encounter(), npc::talk_to_u(), tidy_activity(), npc::travel_overmap(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), update_time_fixed(), trading_window::update_win(), npc::warn_about(), main_menu::world_tab(), and memorial_logger::write().

◆ next_climate_control_check

time_point Character::next_climate_control_check

Definition at line 2289 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ next_expected_position

std::optional<tripoint> Character::next_expected_position
private

◆ npc_ai_info_cache

std::array<double, npc_ai_info::num_npc_ai_info> Character::npc_ai_info_cache
mutableprivate

◆ nv_cached

bool Character::nv_cached = false

Definition at line 1563 of file character.h.

Referenced by action_taken(), has_nv(), player::player(), and reset_stats().

◆ nv_range

float Character::nv_range = 0
protected

Definition at line 2177 of file character.h.

Referenced by get_vision_threshold(), and recalc_sight_limits().

◆ omt_path

◆ overmap_time

std::unordered_map<point_abs_omt, time_duration> Character::overmap_time
protected

Amount of time the player has spent in each overmap tile.

Definition at line 2281 of file character.h.

Referenced by apply_persistent_morale(), load(), process_turn(), and store().

◆ oxygen

◆ path_settings

pimpl<pathfinding_settings> Character::path_settings
mutableprotected

Cache for pathfinding settings.

Most of it isn't changed too often, hence mutable.

Definition at line 2188 of file character.h.

Referenced by get_pathfinding_settings(), npc::get_pathfinding_settings(), avatar::grab(), and npc::npc().

◆ per_bonus

int Character::per_bonus = 0
protected

◆ per_cur

◆ per_max

◆ pkill

int Character::pkill = 0
private

◆ position

◆ power_level

units::energy Character::power_level
private

◆ prof

◆ radiation

int Character::radiation = 0
private

Definition at line 2258 of file character.h.

Referenced by get_rad(), load(), set_rad(), and store().

◆ reach_attacking

bool Character::reach_attacking = false

Definition at line 618 of file character.h.

Referenced by melee_attack(), and reach_attack().

◆ reactor_plut

int Character::reactor_plut = 0

Definition at line 1588 of file character.h.

Referenced by player::load(), and player::store().

◆ recoil

◆ scent

int Character::scent = 0

Definition at line 1579 of file character.h.

Referenced by process_turn().

◆ sight_max

int Character::sight_max = 0
protected

Definition at line 2178 of file character.h.

Referenced by player::player(), recalc_sight_limits(), sight_range(), and unimpaired_range().

◆ size_class

m_size Character::size_class = MS_MEDIUM
protected

Size class of character.

Definition at line 2139 of file character.h.

Referenced by get_size(), and recalculate_size().

◆ sleep_deprivation

int Character::sleep_deprivation = 0
private

◆ slow_rad

int Character::slow_rad = 0

Definition at line 1589 of file character.h.

Referenced by player::load(), and player::store().

◆ stamina

int Character::stamina = 0
private

Definition at line 2249 of file character.h.

Referenced by get_stamina(), load(), mod_stamina(), set_stamina(), and store().

◆ stashed_outbounds_activity

◆ stashed_outbounds_backlog

player_activity Character::stashed_outbounds_backlog

◆ stim

int Character::stim = 0
private

Definition at line 2255 of file character.h.

Referenced by get_stim(), load(), mod_stim(), set_stim(), and store().

◆ stomach

◆ stored_calories

int Character::stored_calories = 0
private

Needs (hunger, starvation, thirst, fatigue, etc.)

Definition at line 2246 of file character.h.

Referenced by get_hunger_description(), get_stored_kcal(), load(), mod_stored_kcal(), set_stored_kcal(), and store().

◆ str_bonus

int Character::str_bonus = 0
protected

Bonuses to stats, calculated each turn.

Definition at line 2125 of file character.h.

Referenced by get_str(), get_str_bonus(), load(), mod_str_bonus(), reset_bonuses(), set_str_bonus(), and store().

◆ str_cur

◆ str_max

◆ tank_plut

int Character::tank_plut = 0

Definition at line 1587 of file character.h.

Referenced by player::load(), and player::store().

◆ temp_conv

◆ temp_cur

◆ thirst

int Character::thirst = 0
private

Definition at line 2248 of file character.h.

Referenced by get_thirst(), get_thirst_description(), load(), mod_thirst(), set_thirst(), and store().

◆ time_died

time_point Character::time_died = calendar::before_time_starts
protected

Definition at line 2182 of file character.h.

Referenced by get_time_died(), and set_time_died().

◆ type_of_scent

scenttype_id Character::type_of_scent
private

Definition at line 2263 of file character.h.

Referenced by get_type_of_scent(), load(), set_type_of_scent(), and store().

◆ vision_mode_cache

std::bitset<NUM_VISION_MODES> Character::vision_mode_cache
protected

◆ vitamin_levels

std::map<vitamin_id, int> Character::vitamin_levels
protected

Current deficiency/excess quantity for each vitamin.

Definition at line 2201 of file character.h.

Referenced by load(), player::player(), store(), vitamin_get(), vitamin_mod(), and vitamin_set().

◆ weapon

◆ worn

std::list<item> Character::worn

Definition at line 1561 of file character.h.

Referenced by absorb_hit(), active_light(), advanced_inventory_pane::add_items_from_area(), npc::adjust_worn(), allocated_invlets(), amount_worn(), best_shield(), bodypart_exposure(), can_swap(), can_takeoff(), can_wear(), debug_menu::character_edit_menu(), check_and_recover_morale(), check_art_charge_req(), check_item_encumbrance_flag(), relic_funcs::check_recharge_reqs(), consume(), covered_with_flag(), crafting_inventory(), deal_damage(), dispose_item(), npc::dispose_item(), exclusive_flag_coverage(), extended_description(), fire(), get_armor(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), get_dependent_worn_items(), get_effective_efficiency(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_env_resist(), get_item_position(), get_overlay_ids(), get_weight(), hardcoded_effects(), has_artifact_with(), head_cloth_encumbrance(), i_at(), i_rem(), in_climate_control(), inv_dump(), character_funcs::is_bp_immune_to(), is_wearing(), is_wearing_active_optcloak(), is_wearing_active_power_armor(), is_wearing_helmet(), is_wearing_on_bp(), is_wearing_power_armor(), is_wearing_shoes(), is_worn(), item_encumb(), item_worn_with_flag(), load(), natural_attack_restricted_on(), item::on_wear(), map::player_in_field(), position_to_wear_new_item(), npc::print_info(), process_items(), item::process_tool(), remove_worn_items_with(), short_description_parts(), show_armor_layers_ui(), standard_npc::standard_npc(), starting_clothes(), player::store(), npc::stow_item(), swim_speed(), takeoff(), update_bodytemp(), set_transform_iuse::use(), use_amount(), volume_capacity_reduced_by(), npc::wear_if_wanted(), wear_item(), wearing_something_on(), weight_capacity(), weight_carried_reduced_by(), weather_effect::wet_player(), avatar::wield(), avatar_action::wield(), worn_with_flag(), and memorial_logger::write().


The documentation for this class was generated from the following files: